Start of updated terrain engine

This is a discussion on Start of updated terrain engine within the Game Programming forums, part of the General Programming Boards category; Here is the start of a new terrain system. Hopefully I can incorporate this into my space project so you ...

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    Super Moderator VirtualAce's Avatar
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    Start of updated terrain engine

    Here is the start of a new terrain system. Hopefully I can incorporate this into my space project so you can do real-time planefalls...but I'm not sure.

    This is a very early screenie - not exactly sure what I want to do here. So far it uses static lighting which is not going to work if I intend on this being real time.

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    Super Moderator VirtualAce's Avatar
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    Here is another screenie that demos the viewing distance. The terrain is at an early stage and I'll probably use several different generation methods later - but the viewing distance is quite far. This of course is w/o the other portions of the game engine running.

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    If it isn't written in C/C++, it isn't fast enough....
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    Super Moderator VirtualAce's Avatar
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    New screenie of new algorithm.

    This is using the spheres algorithm. It displaces the terrain using small spheres of influence and is very easy to code.

    I like the algo because I can control how rough or how smooth the terrain is by changing the size of the spheres and the height of the center of the spheres. I also like this algo because it does NOT require any post-processing or filtering.

    Quite nice.

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    Super Moderator VirtualAce's Avatar
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    The above shot uses a random size from 5 to 25 and a random height from -40 to +40 units. It iterates through the terrain 1000 times.

    This shot uses a random size of 5 to 45 and a height of -200 to +200. It also iterates through the terrain 1000 times to produce the final mesh.

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    This is an interesting effect. I used the dot product in a different way and now it looks to produce fog in the valleys of this very dark planetscape.

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    Crazy Fool Perspective's Avatar
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    hey, that looks way nicer than the midpoint displacement algo i used to generate terrains before. anywho,

    Im going to open source my continous lod terrain stuff, in fact, i was thinking of starting an open source project for terrain rendering algo's and tools (kind of a pipe dream since i don't really have the time). Anyway, if your interested, let me know. It will probably be a little while before i have time to get around to this stuff though.

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