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tile-based terrain engine

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I''m working on the tile-based terrain engine for RTS (like in Warcraft III). Now i have problem: bad quality of landscape. I used 4 vertex for each tile. I thought it would be enough... Now i want to upgrade my engine - to detail my landscape. But I don''t know, which algorithm would be better. ROAM, geomipmapping, chunkLOD or other. I''m using quad-tree. I can detail any tile (square area), but can''t unite few tiles in one. And i want to use both CPU and GPU. And another problem is storaging huge height-map.

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LOD won''t give you a big advantage (if any) in a RTS game that uses a mostly fixed isometric or overhead view. In this case, you''ll get a much larger benefit from frustum culling than a game with a camera that looks at the horizon because you''ll always cull most of the terrain. Culling should be no problem for you, because you already have a quadtree. A 512x512 or 1024x1024 heightmap should be more than enough for detailed terrain, depending on how large your maps are.

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quote:
Original post by Impossible
LOD won''t give you a big advantage (if any) in a RTS game that uses a mostly fixed isometric or overhead view. In this case, you''ll get a much larger benefit from frustum culling than a game with a camera that looks at the horizon because you''ll always cull most of the terrain. Culling should be no problem for you, because you already have a quadtree. A 512x512 or 1024x1024 heightmap should be more than enough for detailed terrain, depending on how large your maps are.


Are there any bigger trees other than octrees in culling. If so is it good to use them and are they worth the effort...

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"oct" is just a prefix meaning "eight". "quad" is a prefix meaning "four".

You can use any dimension of space partitioning that you want, it''s just that it''s most efficient to divide your boxes into halves, quarters, or eighths (depending on the particular functionality required).

You COULD divide your world up into 16x16 boxes, but after 2 iterations, you''d have 65536 leaf nodes. Traversing that would take you much longer than the overhead of the extra geometry.

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quote:
Original post by Impossible
LOD won''t give you a big advantage (if any) in a RTS game that uses a mostly fixed isometric or overhead view.

In my game i made fully free camera.

quote:
In this case, you''ll get a much larger benefit from frustum culling than a game with a camera that looks at the horizon because you''ll always cull most of the terrain. Culling should be no problem for you, because you already have a quadtree.

Yes - frustum cuuling already works good.

quote:

A 512x512 or 1024x1024 heightmap should be more than enough for detailed terrain, depending on how large your maps are.

This is the problem - it''s not enough, look:
http://chaosrts.h12.ru/screenshots/1.htm
http://chaosrts.h12.ru/screenshots/2.htm
http://chaosrts.h12.ru/screenshots/3.htm
http://chaosrts.h12.ru/screenshots/4.htm
http://chaosrts.h12.ru/screenshots/5.htm
http://chaosrts.h12.ru/screenshots/6.htm
http://chaosrts.h12.ru/screenshots/7.htm
http://chaosrts.h12.ru/screenshots/8.htm

I want to make HUGE maps with good details. I want to detail each tile if need. But don''t know method. Which of these: ROAM, geomimapping, ChunkLOD better to use?




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