- 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
Best Solution
What is the best way of constructing huge vistas?
---/Charlie[- Nanostem Platform -]
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
-me
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 :)
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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