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Terrain representation

Started by d000hg 0 replies 300+ views
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d000hg
d000hg
I''m making a terrain engine at the moment to be used in a racing game, it''s a heightmap but the vertices forming the mesh aren''t constrained to regular intervals. Technically this is a straight 3d game, but the heightmap makes it similar to a tile based game, sort of.For AI and collision detection I need to know which triangles eaach triangles is joined to, but the system I''m using means each triangle is touching 9 others. This is going to cause major memory costs, possibly enough to go back to a plain tile system with z values for each vertex. Anyone got any ideas for a good way to store my terrain efficiently so it is still easy to work with?

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