Jump to content
  • Advertisement
Sign in to follow this  

Methods of Representing Internal Areas (Caves)

This topic is 3880 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!