way to go about 3d tiles...

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3 comments, last by cryo75 20 years, 7 months ago
Hi everbody, I''m design a 3d tile engine on lines of warcraft 3. I''m a little bit confused on how to go about it. One thing that I''m sure about is that I want to make it possible to have different elevations, but this should not be a problem, bcause I can change the y position of a vertex. My dilemma is... - Do I need to load tile meshes, and if yes, I guess I would need just one... a flat one?? - Will the tiles be loaded as textures and assigned to each different mesh in the map? - Is it possible to skip the meshes part and go for something simpler? - Would it be easier to implement terrain splatting or handle terrain transitions with separate tiles? I hope someone can give me some insights!! Thanks, Ivan
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Google ''heightfield map''.
Look at this paper
http://vickijoel.dyndns.org/~joeld/3DTilesets.pdf

Hope this helps

(i googled for ''3d tile engine'')
got that doc a couple of weeks ago... has a good but brief description of the different tile engines used... still figuring out how mine will be!!
The thing is... what is faster??

1. A tilemap of textured quads (2 triangle strips), or
2. A tilemap with textured meshes

Ivan

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