rendering
brute force
geomipmapping
geometry clipmapping (CPU)
geometry clipmapping (GPU)
chunked lod
ROAM
ROAM2
geomorphing
data
heightmap
displacement mapping
procedural(perlin noise/fractal)
texturing
splatting
multitexture
procedural texture
normal mapping
parallax mapping
megatexture
atmosphere
atmospheric scattering
shadow
shadowmap
variance map
LiPSM
PSSM
culling
frustum
occlusion
techniques
overhangs
caves
arbitrary view distance
scenegraph
lighting
static
dynamic
ambient
radiosity
global illumination
Is there any technique I left out?
Terrain project
First post after lurking for years!
I'm going to make a terrain project in which I would like to implement all available terrain technology.
This wil be written in Java/JOGL because I want to learn more about Java and there is not much source available in Java.
Therefore I will release the source for every technique to the public domain!
I want to do something like Shamus Young did..
Here is a list with the techniques I want to implement:
Hi DeDi,
thats a huge TODO list ;-)
since you like to implement these techniques in Java I recommend to make a cross post to www.javagaming.org forums. I am sure there is a lot of community interest in your project.
here is my attempt to build a hybrid engine based on ROAM in java
(is geomorphing really a rendering technique? For me it is more a gimmick you may apply to almost every technique.)
>whats missing
-water
-think about planets too (real 3d is sometimes more difficult than "2d" terrain)
-just start coding, your list is already long enough ;-)
thats a huge TODO list ;-)
since you like to implement these techniques in Java I recommend to make a cross post to www.javagaming.org forums. I am sure there is a lot of community interest in your project.
here is my attempt to build a hybrid engine based on ROAM in java
(is geomorphing really a rendering technique? For me it is more a gimmick you may apply to almost every technique.)
>whats missing
-water
-think about planets too (real 3d is sometimes more difficult than "2d" terrain)
-just start coding, your list is already long enough ;-)
Just a piece of advice rather than anything to do with your list in particular.
You're going to be implementing a lot of different techniques and getting the interface for all of those correct up front is probably not possible for an amateur coder (i don't know how good you are) so my single piece of advice would be to plan out what you feel is a reasonable interface/structure for you code and then implement one of those techniques from each section.
Then implement another one of the techniques. When you implement this second technique you may find that the initial interface you wrote doesn't suit the implementation of this and further techniques. Don't panic, this is the learning part ;) Refactor the interface to suit *both* techniques and you'll have learn't more than many others already.
Refactoring code that isn't suitable for the task is a large part of commercial games development, get used to it and don't be afraid of it.
Good luck
Andy
You're going to be implementing a lot of different techniques and getting the interface for all of those correct up front is probably not possible for an amateur coder (i don't know how good you are) so my single piece of advice would be to plan out what you feel is a reasonable interface/structure for you code and then implement one of those techniques from each section.
Then implement another one of the techniques. When you implement this second technique you may find that the initial interface you wrote doesn't suit the implementation of this and further techniques. Don't panic, this is the learning part ;) Refactor the interface to suit *both* techniques and you'll have learn't more than many others already.
Refactoring code that isn't suitable for the task is a large part of commercial games development, get used to it and don't be afraid of it.
Good luck
Andy
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement