Creating destructible terrain?
#1 Members - Reputation: 345
Posted 04 June 2012 - 10:34 AM
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?
#3 Members - Reputation: 345
Posted 04 June 2012 - 11:25 AM
#4 Members - Reputation: 271
Posted 04 June 2012 - 12:00 PM
#5 Members - Reputation: 345
Posted 04 June 2012 - 12:05 PM
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
Edit2: It just occured to me that the density texture would have to be ginormous....
Edited by Waaayoff, 04 June 2012 - 12:51 PM.
#6 Members - Reputation: 271
Posted 04 June 2012 - 12:51 PM
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 Members - Reputation: 2045
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. 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.
#8 Members - Reputation: 345
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. 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.
#9 Members - Reputation: 1415
Posted 04 June 2012 - 02:18 PM
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 Members - Reputation: 200
Posted 17 June 2012 - 01:23 PM
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






