Jump to content
  • Advertisement
Sign in to follow this  
deftware

collisions with ROAM

This topic is 3319 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

Ok, so I'm working on a terrain-rendering system, and I've opted to divide the terrain into 'patches' and optimize each patch like a ROAM patch at startup, the deal is that the meshes are static and I just brute-force render them, which is working out nicely. So it's more of a Static-Optimally-Adapted-Mesh, because I'm only using ROAM-esque triangulation to get rid of smaller polys in large flat areas. The problem is that I have the original heightmap data, and now this optimally approximated rendering of that heightmap data, and I am trying to figure out how to go about properly colliding entities with the graphical representation, as opposed to the less-applicable original heightmap data where there may be ditches and bumps that are removed in the final rendered mesh of the terrain. So, my first idea was to re-establish the heightmap data, by doing a sort of old-school VGA-graphics style rasterization of the ROAM mesh height-data back into the heightmap, where i interpolate the inner grid points along the slope of the resultant triangles that make up the rendering mesh, so that they are now representing the rendered mesh. That worked better, but there are still moments of inaccuracy that are unacceptable, probably because of the nature of a regular grid vs. a ROAM-style triangulated mesh. Any ideas ? Anyone??? Anywhere? Thanks! -Charlie

Share this post


Link to post
Share on other sites
Advertisement
Its very simple. For each patch store the triangles its rendered with. While this may seem as waste of RAM at first its the way to go in this case.

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!