Jump to content
  • Advertisement
Swampy woods
© Caveman (C) 2000-2014 Rockland Software Productions
Image Tools

Swampy woods

Norman Barrows
Sign in to follow this  

Swampy woods.


A screen shot of the new swamp graphics.


The "flat" heightmap (gently rolling flat lands) is used to draw the ground as usual at an average altitude of y=0.0f.


Then a huge water mesh is draw at y=0.0f.


Z buffering does the rest.


Add the usual vegetation coverage (woods, jungle, grass, etc), and you're done!


Drawing the entire ground twice is a perfomance hit, but not too bad.


The game's framerate is limited to a speed that can be maintained under worst case conditions. Despite swamp's performance hit, the game is still able to meet and exceed this target framerate. But just like the first version of the game, swamp will still be the most graphically intensive terrain type to draw.


© Caveman (C) 2000-2014 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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!