Anyone! Brute force Terrain!

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7 comments, last by steg 22 years, 3 months ago
Hi, Has anyone got any tutorials etc.. on a simple brute force terrain ? Please! Kind regards, sTeVe

If it isn't working, take a bath, have a think and try again...

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1. Click on the search icon top right.
2. Search for ROAM
3. Make note to self 'Must try to search first next time'.

In all seriousness there is a gamasutra tutorial. I actually have it printed out in front of me and I am reading it. Let me hold it up to the monitor so you can have a better look at it.

http:\\gamasutra.com\features\20000403\turner_pfv.htm

I think thats the link, can't test it, I'm at work and the site is blocked. Or you could try #1 and #2 above.

In fact, do everyone and yourself a favor. Search. There is a ton of (useful) help on this particular matter.

D.V.

Carpe Diem

Edit: not enuf spelling and grammatical errors


Edited by - DeltaVee on January 11, 2002 1:25:53 PM
D.V.Carpe Diem
ROAM isn''t brute force terrain.

There''s an opengl tutorial on this at http://nehe.gamedev.net

Don''t know any directX ones, sorry...
Thanks all,

DV - I''ve done a search before posting a question on here but the only ones I found are using quad trees and ROAM! I''m not totally stupid. The reason I was asking for brute force is because I want to be able to walk before running on this particular topic. Thanks anyway.

sTeVe




If it isn't working, take a bath, have a think and try again...

Try my site, I have some code you could look at,
www.laeuchli.com/jesse/
http://www.two-kings.de/

It has a tut on terrain generation, brute force, wit dx. 3 days ago I found it and just today i finished a basic brute force terrain engine with editor and all. The tut helped alot.
"Brute force" terrain is pretty intuitive if you understand the concept behind heightmaps. You can start by making a horizontal square tile for each pixel of the heightmap, setting the height of each tile based on the value of the heightmap's pixel.

After you have that done and it works, it's time to make the tiles blend together so you have a smooth landscape. You split each tile diagonally into four triangles that meet in the center. Each tile should be made up of five vertices now - four vertices for the four corners, and one in the center. Then, for each of the four corner vertices, you adjust their Y-values to average with the Y-values of the three tiles they're adjacent to (unless they're at the edge of the world). That way, you make the tiles blend together so it produces a smooth landscape.

That's an unoptimized version of a brute force terrain, but the simplest one. There are ways to do it with each tile being made up of two triangles but it's more complicated.

~CGameProgrammer( );



Edited by - CGameProgrammer on January 11, 2002 4:45:13 PM

~CGameProgrammer( );Developer Image Exchange -- New Features: Upload screenshots of your games (size is unlimited) and upload the game itself (up to 10MB). Free. No registration needed.
Thanks everyone for your contributions :-)
You all come up trumps as usual!

Kind regards,
sTeVe

If it isn't working, take a bath, have a think and try again...

quote:Original post by kmsixpence
http://www.two-kings.de/

It has a tut on terrain generation, brute force, wit dx. 3 days ago I found it and just today i finished a basic brute force terrain engine with editor and all. The tut helped alot.


Steg, I do beleive that kmsixpence gave you exactly what you were looking for. That tutorial shows you how to create a terrain using a brute force method in directX.
~Wave

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