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Terrain engine algorithm and physics

Started by steve_- 3 replies 1k views
Original Post
steve_-
steve_-
Hi, I''ve been looking at some terrain algorithms, and found the one by Tatcher Ulrich one of the best. Tho, I have some doubts about this: When I would need a heightpoint somewhere in the map, it would mean going through the tree. If I''d need a lot a heightpoints it would mean slow game (ok, a cache would be possible, but still). Keeping this in mind, pathfinding would become (without a cache) an expensive thing to do. And also with collision detection, it would mean... you get the point. For a simple RTS game (using large maps if possible) wouldn''t it be "better" to use a simple quadtree? Tho, the Torque by Garagegames (Tribes 2) uses a CLOD system, anybody got any idea of how they have done it? Anybody got any comments?
IFooBar
IFooBar
yes i have a comment....post this same question in the physics or graphics programming forums, you''ll get better answers there. I suppose much better answers



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Sandman
Sandman
Depends on what you want.

WC3 uses pretty much a fixed perspective, looking down on the terrain - CLOD is rather excessive for such an engine, so you might as well just stick to quadtree frustum culling and forget about LOD reduction. This view is perfectly adequate for most RTS games, and you have the advantage of not having to mess around with camera controls too much.

However, if you want to be able to get unit''s eye views or any fancy features like that, you will probably need some sort of LOD reduction method if you want a decent draw distance and framerate. Geomipmaps are probably the easiest, and they also have the advantage of being more hardware friendly than things like ROAM.
Wavinator
Wavinator
Moved to correct forum.

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Just waiting for the mothership...
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steve_-
steve_-
Hmm.. I guess I pressed the right button in the wrong window, I was searching the forums with four IE''s. Sorry for that...

Anyway, I guess I''ll implement Thatcher Ulrich''s algorithm and just see what the speed will be, since I would like those fancy things.

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