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Terrain

Started by Agwan Jun 18, 2007 at 2:34 AM 2 replies 800+ views
Original Post
Agwan
Agwan
Does anyone have a working level of detail terrain engine they'd like to share or any ideas how to build one. I've searched so don't say to do that.. thanks. [Edited by - Agwan on June 18, 2007 3:10:11 AM]
erissian
erissian
1. Please don't double post.
2. If you want to rephrase how you asked your original question, there's an "edit" button in the upper right corner of that post.
3. You'll have to wait more than a couple hours for an answer, be patient. For the majority of people who haunt this forum, they won't be awake for another few hours.
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Ravuya
Ravuya
Don't double post.
grhodes_at_work
grhodes_at_work
Agwan,

I'm not sure what your searches turned up, but there is certainly some very good info out there. It can just be difficult to quickly look at the pros and cons of various methods to decide where to begin.

I guess my advice would be to actually test out some real implementations that are available as open source implementations, such as Thatcher Ulrich's ChunkedLOD (his baseline implementation and the one that someone integrated into OpenSceneGraph), the various terrain scene managers in the Ogre engine (including a recent one that supports overhangs/caves), and others. See if anything that you can get your hands on works for you, at least as a starting point. I would also advise to be aware of patent issues with some algorithms, especially if you intend to make your code open source or to use it in a commercial project. Geoclipmapping is apparently patented. Gotta be careful with legalities.

If you enumerate some specific features you are looking for beyond "LOD terrain," you might get more response here.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net

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