Some qns to the gurus on MTW terrain engine
Dear Gurus, hi!
I have been going through your posts on game programming (especially the ones related to terrain generation) and thank you very much for your patience in explaining stuff. It is heartening to see people with hard core experience and knowledge spend n number of hours trying to explain the dark arts to the neophytes.
I was wondering if you could comment a bit on the technicalities of the Medieval Total War terrain engine?
*Quad tree or BSP based?
*How come the terrain is so smooth with gentle undulations?
*What is the field of view that they have used do you think?
*How in the wide world did they manage to render 10000+ sprites at the same time and still have MIPS to run their AI?
Thanks in advance.