• 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
Divega

LWJGL Terrain, the quadtree, and LoD

1 post in this topic

Alright guys I'm stumped. I've got a basic heightmap based terrain mesh currently made out of triangle strips. I want to implement level of detail with the diamond-square algorithm and I've found a few decent papers on the theory but none with actual code, or at least none with java code that I can clearly understand. Most papers i've read said that you can implement LoD with the use of the quadtree, and i know how to make a basic quadtree but i'm not sure how to implement a quadtree with terrain data. Can anyone point me in the right direction? I implemented my terrain class based off the tutorials from videotutorialsrock. I can post my code upon request.
0

Share this post


Link to post
Share on other sites
A common quadtree based technique is Geomipmapping. Basically each node in the quadtree represents a certain level of detail of the terrain. Parts of the terrain closest to the viewpoint are rendered at high detail by selecting high level nodes (ones at the bottom of hierarchy), while far away ones are rendered at very low detail (by selecting parent nodes).

For example, at the lowest level possible, the entire heightmap (say 512x512) will be drawn using a single chunk (say of size 64x64). When you get closer, that quadtree is split and you will draw the terrain using 4 chunks. This way you will have 4 * 64*64 vertices on screen. The closer you get to the terrain, the more chunks are drawn and so the higher the terrain resolution.

It's a bit more involved than that, but that's pretty much how it works.

Here is a [url="http://www.flipcode.com/articles/article_geomipmaps.pdf"]link[/url] to the paper. I'm sure you can find plenty of demos and source code with a quick google search.
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