Author Topic: complex terrain modeling  (Read 4379 times)

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Offline Aardwolf

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Re: complex terrain modeling
LIES    :pimp:

Nice video. But the actual stuff you're programming isn't what's shown in it.

 

Offline Nuke

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Re: complex terrain modeling
no, that was put together in max. i only posted it because somone requested a video of my physics engine. it just had the prototype in it.
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Offline swashmebuckle

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Re: complex terrain modeling
The atmospheric system and gauges are pretty awesome, but it's that giant map that blows my mind.

 

Offline Aardwolf

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Re: complex terrain modeling
Heheh, ok. I like the visible seam that I can see at one point.

 

Offline Nuke

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Re: complex terrain modeling
thats because i made the mistake of optimising it, and it really messed up the seams by moving verts around. either way im gonna need to do something to those edges to keep seams from forming. so i decided to stick with a strict exponential grid pattern across all lods. i also decided that adjacent tiles will be a max of 1 lod below your current tile. the highest lod will have about 64*64 grid with 2 triangles forming each grid square. the next lod will have a 32x32 grid and so on, all the way down to 1*1. tiles will fall off to lower lods in concentric circles. in this manor fewer than 50000 polygons will be displayed at any time (clipping and backface culling will eliminate many of those). when tiles are at the same lod it should be seamless, but when there is an lod difference, there will be places that dont lign up.  best way to deal with that will probibly by adding an extra row of polygons that extend down to y0. these are all things i thought about when i thought about a terran generator.


lod propagation should probibly look something like this, imagine it more square. 0 being the top lod and 6 being the low lod. with this propagation and a 64*64*2 polygons at the max lod, you can have highly detailed terrain and the plycount will remain less that 50k.
6666666666666
6666655566666
6666544456666
6665433345666
6654322234566
6543211123456
6543210123456
6543211123456
6654322234566
6665433345666
6666544456666
6666655566666
6666666666666
« Last Edit: July 07, 2009, 09:03:08 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Tomo

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Re: complex terrain modeling
Nuke, if you don't need collision detection then you can do some of this in the shader.
Vertex Shaders are permitted to move vertices around as much as they like, but obviously this won't apply to collision detection.

  

Offline Nuke

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Re: complex terrain modeling
well collision detection is kind of important. i dont see why the highly detailed terrain would need to break that. i also dont see this as something that can or should be done with shaders. in a perfect world the geometry would be generated procedurally by the engine, in the way that normal flight sims do. on the other hand it doesent need to be, it can just be a highly loded model.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN