Terrain tutorials?
Hi.
I just stumbled upon this excellant site. I have not noticed any terrain tutorials and I would like to learn how to do it. Anybody has a link or doc. about this matter. Any help would be greatly appreaciated. Thanks.
Flipcode has a couple(I think) well I know they have at least one. Here''s the address: http://www.flipcode.com/tutorials.shtml
Hope this helps!
Hope this helps!
hey necko I have a nice simply piece of code to generate a height map for terrain.. then you can figure out how to join the heights.. Nice recursive algorithm.. generates a perfect heightmap though the dimension must be a power of 2
int GLTerrain::Build(int x, int z, int dimension)
{
//Cut the dimensions in half to populate other sections.
int halfsize = (dimension / 2);
//The following 4 lines will set up new points on the plane to
//specify heights for.
int xh = x + halfsize;
int zh = z + halfsize;
int x2 = x + dimension;
int z2 = z + dimension;
if(Terrain[xh][z] == -1.0f)
{
Terrain[xh][z] = ((Terrain[x][z] + Terrain[x2][z]) / 2) + getRand(-1.0f, 1.0f) * dimension / 8;
}
if(Terrain[xh][z2] == -1.0f)
{
Terrain[xh][z2] = ((Terrain[x][z2] + Terrain[x2][z2]) / 2) + getRand(-1.0f, 1.0f) * dimension / 8;
}
if(Terrain[x][zh] == -1.0f)
{
Terrain[x][zh] = ((Terrain[x][z] + Terrain[x][z2]) / 2) + getRand(-1.0f, 1.0f) * dimension / 8;
}
if(Terrain[x2][zh] == -1.0f)
{
Terrain[x2][zh] = ((Terrain[x2][z] + Terrain[x2][z2]) / 2) + getRand(-1.0f, 1.0f) * dimension / 8;
}
if(Terrain[xh][zh] == -1.0f)
{
Terrain[xh][zh] = ((Terrain[xh][z] + Terrain[xh][z2]
+ Terrain[x][zh] + Terrain[x2][zh]) / 4) + getRand(-1.0f, 1.0f) * dimension / 8;
}
if(halfsize >= 1)
{
Build(x, z, halfsize);
Build(xh, z, halfsize);
Build(x, zh, halfsize);
Build(xh, zh, halfsize);
}
return 0;
}//End of Build() Method
I''m in school right now and will be work on a developing a perfect random terrain class over the winter break. I''m moving along, I want to do a ROAM also, along with a 3dsmax file loader..
I''m still a newbie so give it time, I noticed a lack of terrain tutorials, and this is the area I am mainly interested in.. Virtual worlds.. so good luck hope this algorithm helps..
I''m still a newbie so give it time, I noticed a lack of terrain tutorials, and this is the area I am mainly interested in.. Virtual worlds.. so good luck hope this algorithm helps..
there aren''t any terrain tutorials because they are too easy!
all you do is make a grey scale image in paint shop pro with random colors, and save it as a .raw file. Then just load each one of those pixels from the raw file into your engine, and the whiter the pixel, the higher it is. I have a pretty score terrian engine going, (i think atleast, probably sucks compared to what everybody else is doing) and that method works perfect
all you do is make a grey scale image in paint shop pro with random colors, and save it as a .raw file. Then just load each one of those pixels from the raw file into your engine, and the whiter the pixel, the higher it is. I have a pretty score terrian engine going, (i think atleast, probably sucks compared to what everybody else is doing) and that method works perfect
"This is stupid. I can't believe this! Ok, this time, there really IS a bug in the compiler."... 20 mins pass ..."I'M AN IDIOT!!!"
psionic, just as info.. the difficulty of a terrainengine is not the "how-to-load" (when you want a hightmap-terrain), its the how-to-render-it-fast-without-an-overdraw-of-bout-1000%-question!
and the how-to-create-perfect-level-of-detail-question, too..
we wanna play, not watch the pictures
![](http://www.starcraft3d.net/staff/davepermen.jpg)
![](http://www.starcraft3d.net/staff/sc3d.jpg)
and the how-to-create-perfect-level-of-detail-question, too..
![](http://www.starcraft3d.net/staff/davepermen.jpg)
![](http://www.starcraft3d.net/staff/sc3d.jpg)
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud
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