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Best Solution

Started by April 11, 2006 01:19 PM
3 comments, last by Kevinator 18 years, 10 months ago
What is the best way of constructing huge vistas?
  • Developing a terrain tool that gives you a set sized map and allowing you to modify the geology.
  • Developing a tool that procedually generates a huge terrain and then allows you to modify using that already generated topography
  • Using a third party terrain editor and writing an exporter or convertor
Are the first two similar to what the last is? Do you have a recommendations of third party tools? I do prefer to write my own tools since I have more control so are there any general methods of designing huge maps using what is essentially heightmaps. Plus looking at file formats, what would be the most efficient? something like a height map or one that stores each vert coord? Cheers /Charlie
Personally I'd like a combination of 1 & 2. Have a terrain editior that can generate terrain, but which also has all the geology tools with which to tweak it. It allows seperate paths of creation: generate, generate & tweak, build from scratch.

-me
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liking it [smile]
For construction, I'd favour height maps (you can make huge and convincing maps using filters and noise in your favourite art package) followed by 3D tweaking and finally automatic texture generation - based on altitude and incline - for all your meshes.

As a technical aside, if your doing uber maps, consider making two or three meshes at different LOD's rather than loading a huge area in high detail and relying on your alg to break it down. Oblivion is a good example done badly :)
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It would be fun to create a procedural terrain generator that takes into account plate tectonics, sedimentary and igneous geological formations (such as the Grand Canyon and Mt. St. Helens), glaciation, erosion, the real physics of water (for example, there are small streams running down almost every nook and cranny off large mountains; especially in the Spring), and sensible vegetation (some hints; vegetation is based on the amount of moisture the area gets, elevation, pH, nutrients, and locale). It would be an absolute blast. And for some reason, I've always wanted to simulate ant colonies in a terrain engine as well. [lol]

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