Terrain

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14 comments, last by Mr Lane 20 years, 1 month ago
Anyone have any ideas on how to do terrain collision? Like so i can have a player walk over it...just some pointers to good tutes will be fine.

Thanks
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quote:Original post by Mr Lane
Anyone have any ideas on how to do terrain collision? Like so i can have a player walk over it...just some pointers to good tutes will be fine.

Thanks


make the camera height to be the height of the terrain at that point in space.

quote:Original post by Duekiller
I would recommend a greayscale image in RAW format (all color value are equal).

http://www.bellsouthpwp.net/n/i/ninquenor/shots.htm
http://www.gamedev.net/community/forums/topic.asp?topic_id=149064
http://www.cbloom.com/3d/techdocs/splatting.txt


I wouldn't. Raw is extremely wasteful and hard with lods. Only sensible lod for rtns is chunked lod, which again is even more wasteful and hardly eleguent. I guess raw format is good for fiddling with textures and such, but for a real game? I don't think so.

Instead I suggest some kind of pregenerated triangulation. Does not waste memory and better to work with when lodding. More at www.vterrain.org.



[edited by - captian goatse on March 23, 2004 9:05:22 AM]
quote:Original post by Captian Goatse
quote:Original post by Duekiller
I would recommend a greayscale image in RAW format (all color value are equal).

http://www.bellsouthpwp.net/n/i/ninquenor/shots.htm
http://www.gamedev.net/community/forums/topic.asp?topic_id=149064
http://www.cbloom.com/3d/techdocs/splatting.txt


I wouldn''t. Raw is extremely wasteful and hard with lods. Only sensible lod for rtns is chunked lod, which again is even more wasteful and hardly eleguent. I guess raw format is good for fiddling with textures and such, but for a real game? I don''t think so.

Instead I suggest some kind of pregenerated triangulation. Does not waste memory and better to work with when lodding. More at www.vterrain.org.



[edited by - captian goatse on March 23, 2004 9:05:22 AM]


Battlefield 1942 uses 512x512x16bit RAW files for the heightmaps and seemed to do ok
i is 1337
I am doing a TGA loader now. I will use TGA''s for the data. Unreal uses them for the heightmaps.

As for the collision suggestion, i will have to think a bit more about what i need.
quote:Original post by Mr Lane
I am doing a TGA loader now. I will use TGA''s for the data. Unreal uses them for the heightmaps.

As for the collision suggestion, i will have to think a bit more about what i need.


your heightmap. that and you should know how the squares are divided into triangles to interpolate correctly. but besides that you just find the triangle youre in and interpolate (for simple cases (fps, small objects, etc.) for larger stuff like vehicles its getting a bit more interesting ,-)

f@dzhttp://festini.device-zero.de

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