Original Post
I''m about to start working on a landscaping engine and I need some ideas from you guyz - Yann especially
First thing to note - I''m only 15 and I''m just started in 3D programming. Keep that in mind :D. I do have some experience already though.
- The engine should be capable of handling huge terrains because of the game it should be used in later. (A 3D RPG-type game)
- Which algorithm is the best suitable for such an engine? A heightmap is no option since overhangs and stuff should be possible without making cover-up models and stuff.
- How do I get the sky to look as real as possible for example in the screenshots Yann posted back a while. I would appreciate it if Yann would explain, in simple english :D, how he did create such skys, which algos he used and where he did find information about those algos.
- Any tips & pointers to get the landscape to look as detailed & realistic as possible. For example grass and lighting.
- Any tips on how to create the most realistic lookup bushes and trees. I thought I read something about XFrog in one of Yann''s posts. What is it?
Thx in advance