Skip to main content
gamedev.net
🔒 Locked

ROAM

Started by thw 3 replies 600+ views
Original Post
thw
thw
I''ve written a little program that displays a landscape using ROAM. I''ve divided the landscape into several patches and now i try to cache the geometry of these patches in order to recompute the geometry only when the Level of Detail changes. Now I have a question:Is this possible and will this speed up my program ? Because these patches are linked with each other i have to partly recompute the neighbor patches when the LOD of a patch changes.
bishop_pass
bishop_pass
The ROAM algorithm handles all of this. I suspect you haven''t actually implemented ROAM.

_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in
bishop_pass
bishop_pass
Are you using the ''lite'' version of ROAM that seems to be going around, or have you fully studied the ROAM paper and implemented the complete version as described by the ROAM creators?

_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in
Lance
Lance
The pure ROAM split/merge maintains priority queues which limit the number of patches affected each update, assuming frame locality is maintained to a degree (there is a point where splitting the entire landscape down from scratch is a bigger win).

ROAM most certainly does do this.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.