Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Creating destructible terrain?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
9 replies to this topic

#1 Waaayoff   Members   -  Reputation: 781

Like
1Likes
Like

Posted 04 June 2012 - 10:34 AM

I just started working on an RPG and i would really like for the terrain to be destructible, like this:

Is it possible to have high resolution, large destructible terrains in real-time, and still have enough cycles for the rest of the game?

If so, can you give me some keywords/links to get started with?
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

Sponsor:

#2 hupsilardee   Members   -  Reputation: 487

Like
0Likes
Like

Posted 04 June 2012 - 11:11 AM

Voxels
Marching Cubes algorithm
Octree

Sorry, probably not very helpful

#3 Waaayoff   Members   -  Reputation: 781

Like
0Likes
Like

Posted 04 June 2012 - 11:25 AM

Problem is when searching for these terms i only get cube like terrains.. like minecraft. I want regular smooth ones.
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

#4 ZeroBeat   Members   -  Reputation: 522

Like
0Likes
Like

Posted 04 June 2012 - 12:00 PM

Hi, it should be possible to have high resolution, large destructible terrains in real-time. Look up GPU GEMS 3, Chapter 1. Generating Complex Procedural Terrains by Ryan Geiss. Its quite interessing article, hope it gives you more relevant information.

#5 Waaayoff   Members   -  Reputation: 781

Like
0Likes
Like

Posted 04 June 2012 - 12:05 PM

That looks promising. Any idea how fast it performs?

Also, it says procedural generation, but i want to model the terrain manually.

Edit: I just read the article, and yes i can use a 3D texture instead of a heightmap to create the terrain. Perfect Posted Image. Now the only question i have is if it has a fast performance. Anyone?

Edit2: It just occured to me that the density texture would have to be ginormous....

Edited by Waaayoff, 04 June 2012 - 12:51 PM.

"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

#6 ZeroBeat   Members   -  Reputation: 522

Like
0Likes
Like

Posted 04 June 2012 - 12:51 PM

Hi, sorry but I really have no idea. Thought it was a good article that actually shows smooth terrain with voxels and how it could be done.
I guess the next stage after creating something would be to try and figure out how to manipulate the terrain and build the tools yourself.

Even on that youtube video, the terrain was already created, then the person manipulated it.

#7 Radikalizm   Crossbones+   -  Reputation: 2925

Like
0Likes
Like

Posted 04 June 2012 - 12:52 PM

That looks promising. Any idea how fast it performs?

Also, it says procedural generation, but i want to model the terrain manually.

Edit: I just read the article, and yes i can use a 3D texture instead of a heightmap to create the terrain. Perfect Posted Image. Now the only question i have is if it has a fast performance. Anyone?


Don't count on decent performance for this approach with a naive implementation, this will require some serious effort and skill to pull off
Also, be very careful with 3D textures since they can get really massive really fast in terms of data-usage, and you really don't want to re-upload such a texture to the GPU all too often.

I gets all your texture budgets!


#8 Waaayoff   Members   -  Reputation: 781

Like
0Likes
Like

Posted 04 June 2012 - 01:01 PM


That looks promising. Any idea how fast it performs?

Also, it says procedural generation, but i want to model the terrain manually.

Edit: I just read the article, and yes i can use a 3D texture instead of a heightmap to create the terrain. Perfect Posted Image. Now the only question i have is if it has a fast performance. Anyone?


Don't count on decent performance for this approach with a naive implementation, this will require some serious effort and skill to pull off
Also, be very careful with 3D textures since they can get really massive really fast in terms of data-usage, and you really don't want to re-upload such a texture to the GPU all too often.


Yeah i realized that in my second edit. I think i will just use normal terrain for now, and maybe convert it to a destructible one when i am more experienced with this stuff.
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "

#9 Eric Lengyel   Crossbones+   -  Reputation: 2389

Like
0Likes
Like

Posted 04 June 2012 - 02:18 PM

You can find a lot of information about voxel terrain here:

http://www.terathon.com/voxels/

Even though this page talks mostly about LOD, the paper first covers the construction of the main voxel terrain. You can find a real-time editor for all this stuff in the C4 Engine.

#10 skytiger   Members   -  Reputation: 262

Like
0Likes
Like

Posted 17 June 2012 - 01:23 PM

My terrain technique is destructible
http://skytiger.wordpress.com/2010/11/28/xna-large-terrain/
You can implement a procedural destruction that runs on the CPU side and GPU side
On XNA the expensive bit is copying the heightmap (and color map) for each update




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS