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3D Tile Terrain

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Hi everyone! I have been learning C++ and Direct3D from books the past few days and am ready to move on to actually developing a game. My goal is to create a Rollercoaster Tycoon type game, but in 3D. I want to stay close to the style of this type of game by keeping the isometric view (which the user will be able to change) and the tile-based terrain. Isometric view is just addjusting the matrices, but I have no idea how to do the terrain tiling... I have seen an example on this forum that does exactly what I want, called PixelScape, you can see (and download) it here. This project also has a terrain like I want (but does not have a demo)... I'm hoping someone here at this amazing forum will be able to help me start the game, aka give some ideas how I should handle this tiled terrain? Thanks Ahead! Jens

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It's just a case of using a (possibly dynamic) vertex buffer, and updating the vertex positions whenever the terrain changes.
It may be an idea to break the entire terrain into patches of 255x255 or so, to prevent problems on some cards with huge vertex buffers and large primitive counts.

However, if this is your first D3D application, I'd go for something much more simple.

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