Jump to content
  • Advertisement
[[Template gallery/front/view/imageFrame is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]

Drawing terrain in adjacent map squares

Norman Barrows
Sign in to follow this  

The game world is a 500x500 map of 5x5 mile map squares. each map square has its own d3d coordinate system, with its origin at the SW corner of the map square. positive x is east, positive z is north, and positive y is up. When i first started on drawing terrain graphics, i just made it draw stuff in the player's map square, to get things up and running quickly. then i went back and converted everything to use world coordinates (map x,z + d3d x,y,z) for figuring out what was in visual range, and then converting to camera relative coordinates for frustum cull and actual draw calls. This shot shows fruit trees and dirt terrain as seen from an adjacent map square which is scrub terrain.


© CAVEMAN (C) 2000-2013 Rockland Software Productions
Sign in to follow this  
From the album:


  • 68 images
  • 2 image comments

Recommended Comments

There are no comments to display.

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
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!