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Terrain Engine

Started by Ethereal [unused] 3 replies 1.5k views
Original Post
Ethereal [unused]
Ethereal [unused]
Hi, I have searched all over the Internet and backwards through the postings in these forums but I can''t find something that helps me actually implement a terrain engine in DirectX. I have trouble with the academic style "papers" and most of the other material is for OpenGL. I am currently waiting for this book Real Time 3D Terrain Engines Using C++ and DirectX by Gregg Snook but it doesn''t come out until July. What''s the best resources you have used? I have seen those articles on Gamasutra too
Ethereal [unused]
Ethereal [unused]
Isn't that an OpenGL implementation? I was under the impression it was. You're talking about the book by Trent Bollack right?

[edited by - ethereal on April 24, 2003 9:28:30 AM]
bpopp
bpopp
Yeah, Pollack's book is OpenGL. It's a good introduction to the basic concepts, though, and it's not hard to port the code as long as you understand how to render vertices in DirectX. I haven't been able to find an all-encompassing example that covers the various direct3d topics in-depth. I've had to port and pillage various opengl examples from all over to get my terrain working.

Mine is a Rottger quadtree terrain in DirectX. It includes a heightmap, quadtree, LOD based on distance and error, frustum culling, directinput(immediate for now), MD2 loading (with animation), very ugly camera work, and a skydome (no texture yet). It's very much a work in progress but you're welcome to take a gander at my code.

The plan is to go back and start from scratch implementing all the things I've learned in a much more well-organized engine. My journal of the evolution is here




bpopp (bpopp.net)

[edited by - bpopp on July 16, 2003 10:48:20 PM]
Ethereal [unused]
Ethereal [unused]
Thanks for that guys - I have ordered Trents book too, from Amazon. It should be here in 24 hours. 23h 59sec ... 23h 58sec etc

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