Original Post
Hey All,
I thought i''d pose a question to you all tonight,
I''m trying to build an engine...(as you do)...I am currently thinking about the terrain engine that it will need. It is going to be a 1st person Strategy game, Outdoor...and multiplayer...So that means that the algorithm needs to be (I think):
1. High detail close up where the user can see
2. Low detail in the distance (Mountains, water or something on the horizon)
3. Items visible on the horizon should correspond to items that are actually on the map (ie, no Standard texture that is set as the horizon)
4. The Scene needs to have animated objects...ie. Trees, People, Structures such as buildings etc.
5. It needs to be rendered in Real-time
6. The terrain needs to be dynamic, (points can be lowered or heightened)
and 7. The terrain needs to be able to be updated quickly and efficiently through a network broardcast..
Target Recommended system:
Celeron 850
128mb ram
32mb Video Card
Those ideas seem rather demanding for an algorithm, and particularly for the recommended system. However, I am quite interested into your ideas on ways for this to be implemented, ideas of how to make it efficient, and some places where i could economise.
Thanks
--Josh