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Large terrains HOW?

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how to implement large terrains? is it using large hieghtmap images? or more than one 1 heightmap images loaded at a time? what are the other options?

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There are a few way to manage large terrains. Obviously, there is the problem of storing and loading them. Most engines will break up a map into pieces and load them in the background. Some may use infinite terrains by using a mathematical function to describe the terrain.

As for actually rendering the large amounts of terrain, there are quite a number of techniques. The most common is probably LOD, which will use less detailed patches for areas that are more distant. Some other ways are to use occlusion culling to remove triangles behind other things (hills, buildings, etc.) and fog, so you can fade out the very far off tris...

There are probably thousands of way to achieve this, but the basucs are similar. Split up the map data, and render as few triangles as possible with minimal quality loss.

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I've managed to create infinite terrain maps by generating it with Perlin Noise and "scrolling" it through memory as the user moves through it. I don't see much use in storing heightmaps since you can procedurally create them fairly easily.

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Quote:
Original post by coderx75
I've managed to create infinite terrain maps by generating it with Perlin Noise and "scrolling" it through memory as the user moves through it. I don't see much use in storing heightmaps since you can procedurally create them fairly easily.


Unless you want a complex, custom design that cannot be created through perlin noise or any other algorithm...

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complex is almost definitely not the right word to use in this case - as procedural methods can have huge amounts of complexity

I would argue that THE reason you would use non-procedural geometry would be if you wanted to sculpt the terrain to a specific look

Of course, nothing states that the two methods (procedural and sculpted) couldnt coexist - taking advantage of the benefits of both

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Guest Anonymous Poster
If you want to play around with perlin noise to see what it can do, check out this program: http://larsole.com/PerlinTool (free of course).

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