• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Solano

3D Terrain Editor [Warcraft 3 Style]

1 post in this topic

Hello to all!

I am making a simple 3D Strategy game resembling Starcraft and Warcraft 3. For this game I want to develop a terrain editor. I want my terrain
editor to have the same functionality as the Warcraft III terrain with which I can create terrain like that in the picture below.


[img]http://www.upurload.com/files/d7eaabc01fac646b6ad392901b712b66.png[/img]

This is an example terrain created with the Warcraft III Editor. I did some research and managed to find some information on how the editor works.

[quote]
The Warcraft III Terrain editor is tile based. Each tile can have its own texture, as well as different height for each of its four points. The are two major tile types. Normal (flat) tiles which are just a plain heightmap, and cliff tiles which are composed of complex geometry.
[/quote]

Before I start building the terrain editor I started thinking about the different aspects of such an editor and found my self with a few questions:

[i] 1.) The whole terrain will be represented by a single Vertex Buffer. This buffer will be recreated every time the camera moves and contain only the visible vertices of the terrain. is this possible and will it pull too much strain on the video card? What are other possibilities? Should I use LOD for a 3D strategy game which has a top-down view tilted 45 degrees on the Y axes? (Like the picture)[/i]

2.) [i]I will create a single large texture for every terrain type. (Grass, Stone, etc...) and then use alpha maps to blend them together and apply over the terrain then use another texture with multi-texturing to add detail. Is this a good solution? Will I be able to achieve good quality texturing if I build a big texture for the whole terrain? Is it better to create many small textures? Should I devide the terrain into small parts each having its own textures and vertex buffer and then just do a simple check of the position of the camera to remove the non visible parts of the terrain?[/i]

3.) [i]How will I be able to achieve square hills like the picture? What I am thinking of using is having a quad of the terrain, which are parts of hills do be subdivided and then displaced using a heighmap texture ( to make the hill look like there are rocks sticking out). Is it better to just create a mesh for a hill (tillable) and then where there's a hill I simply render the mesh ontop? What other possible ways are there? [/i]

I think that's all. I hope someone can answer my questions :(

Thank you for your time!
-hentailoli Edited by hentailoli
0

Share this post


Link to post
Share on other sites
#1. Don't use a single large vertex buffer to represent all of the terrain or else you can't use frustum culling and then you might over-stress a video card. Instead pick up a copy of Frank Luna's 3D Game Programming with DirectX and follow his instructions on creating terrain patches and a quad-tree. There are of course more optimizations available beyond that, but I think LOD is the last one you should consider. If you have a good "patch" size combined with frustum culling, most of the batches will be offscreen and won't even be drawn.

#2. I think you're describing "Texture Splatting" or "Terrain Splatting". Google it to be sure, but it is capable of producing quality similar to your image. Here's a link: http://www.gamedev.net/topic/553825-hlsl-texture-splatting-question/

#3. You can make a square pyramid simply by equally offsetting the height values of all the vertices in a square fashion. Despite the 2-d appearance of the above terrain, you should use 3-d rendering and 3-d terrain and allow the user to select squares of terrain to offset the y-value to produce those plateaus.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0