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Brickhouse

Methods of Representing Internal Areas (Caves)

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Brickhouse    175
Wondering if anyone has any sage advice on how best to go about building a cave in 3d. Up to this point, I've thought that we would use a full-on, enclosed mesh, split up into parts, to represent the internal spaces of a large cave. But I've thought that perhaps a terrain mesh (we're using heightmaps) with mesh object walls and no ceiling might work better. Our camera is a 3/4-view chase cam, with full player control. From a style standpoint, I don't think we have the need to show a ceiling; the walls of the cave could fade into black. Anyone have any experience or know-how, or point me to somewhere I might read up on it? Thanks, brickhouse www.fountaindale.net

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