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Tutorial #40: A Complicated Terrain Engine

Started by January 03, 2003 06:00 PM
6 comments, last by gamerdude 22 years, 1 month ago
On it''s way!
oh dear god! give at least some kind of spoiler!


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"If you try and don''t succeed, destroy all evidence that you tried."
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OK, I''ve been working on a terrain engine based on the ROAM article on gamedev.net for several weeks, and its almost complete. I learned GL here on NeHe''s site, so its my way of giving back to the community. Basically there is a terrain, a deathstar looking thingy, and big missiles that come out of the deathstar, hit the terrain, and deform it. Terrain is done, just need to finish the deathstar and missiles.
Let me be the first then to thank you in advance, for giving back to the community. Looking forward to seeing your tut.
groovy.


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"If you try and don''t succeed, destroy all evidence that you tried."
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ROAM? Hmmm... Personally I think thats a bit outdated, it doesn''t scale well with modern hardware...

Death of one is a tragedy, death of a million is just a statistic.
If at first you don't succeed, redefine success.
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quote:
Original post by python_regious
ROAM? Hmmm... Personally I think thats a bit outdated, it doesn''t scale well with modern hardware...

Death of one is a tragedy, death of a million is just a statistic.


Well then you should write a tutorial about what you think is better...
Why? There are all ready articles on better methods. For instance adaptive quadtrees or geo-mipmapping. Go to Gamasutra, or maybe even the gamedev archives, and you''ll find them.

Death of one is a tragedy, death of a million is just a statistic.
If at first you don't succeed, redefine success.

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