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I have a procedurally generated tiled landscape, and want to apply 'regional' information to the tiles at runtime; so Forests, Roads - pretty much anything that could be defined as a 'region'. Up until now I've done this by creating a mesh defining the 'region' on the CPU and interrogating that mesh during the landscape tile generation; I then add regional information to the landscape tile via a series of Vertex boolean properties. For each landscape tile vertex I do a ray-mesh intersect into the 'region' mesh and get some value from that mesh.
For example my landscape vertex could be;
I would then have a region mesh defining a forest, another defining rivers etc. When generating my landscape veretexes I do an intersect check on the various 'region' meshes to see what kind of landscape that vertex falls within.
My ray-mesh intersect code isn't particularly fast, and there may be many 'region' meshes to interrogate, and I want to see if I can move this work onto the GPU, so that when I create a set of tile vertexes I can call a compute/other shader and pass the region mesh to it, and interrogate that mesh inside the shader. The output would be a buffer where all the landscape vertex boolean values have been filled in.
The way I see this being done is to pass in two RWStucturedBuffer to a compute shader, one containing the landscape vertexes, and the other containing some definition of the region mesh, (possibly the region might consist of two buffers containing a set of positions and indexes). The compute shader would do a ray-mesh intersect check on each landscape vertex and would set the boolean flags on a corresponding output buffer.
In theory this is a parallelisable operation (no one landscape vertex relies on another for its values) but I've not seen any examples of a ray-mesh intersect being done in a compute shader; so I'm wondering if my approach is wrong, and the reason I've not seen any examples, is because no-one does it that way. If anyone can comment on;
Is this a really bad idea ?
If no-one does it that way, does everyone use a Texture to define this kind of 'region' information ?
If so - given I've only got a small number of possible types of region, what Texture Format would be appropriate, as 32bits seems really wasteful.
Is there a common other approach to adding information to a basic height-mapped tile system that would perform well for runtime generated tiles ?
without going into any details I am looking for any articles or blogs or advice about city building and RTS games in general. I tried to search for these on my own, but would like to see your input also. I want to make a very simple version of a game like Banished or Kingdoms and Castles, where I would be able to place like two types of buildings, make farms and cut trees for resources while controlling a single worker. I have some problem understanding how these games works in the back-end: how various data can be stored about the map and objects, how grids works, implementing work system (like a little cube (human) walks to a tree and cuts it) and so on. I am also pretty confident in my programming capabilities for such a game. Sorry if I make any mistakes, English is not my native language.
Thank you in advance.
I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
I am really stucked right now because of the fundamental question:
Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on.
In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
Should I treat those debug objects as entities/components?
For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?