RE: [Algorithms] Current state of Terrain Generation
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From: Pallister, K. <kim...@in...> - 2003-02-17 19:03:46
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Yep, it was slow alright! The code was spaghetti-like enough as it was without adding SSE optimizations, cLOD terrain, etc. This was just = brute force to get the procedural generation idea implemented. =20 Also, 7 render-to-texture passes per frame for the clouds was a bit of = a hit too. And the procedural trees are a lot of geometry. =20 Hmm... seem to have run out of excuses :-) =20 K =20 -----Original Message----- From: Mikael AKA "AtriaLenkki" Leivisk=E4 = [mailto:ma...@pl...]=20 Sent: Tuesday, February 11, 2003 11:16 PM To: gda...@li... Subject: Re: [Algorithms] Current state of Terrain Generation I found the demo, here it is http://cedar.intel.com/software/idap/media/zip/procworldsrc.zip <http://cedar.intel.com/software/idap/media/zip/procworldsrc.zip>=20 =20 damn it was buried allright... Nice result, tho it was slow and lowpoly, must probably be intels = fault, not the tech. some smaller steping and a roam/cLOD what ever type optimization might = be on its place. =20 and some filtering might be needed... depending on resolution ----- Original Message -----=20 From: Pallister, Kim <mailto:kim...@in...> =20 To: 'gda...@li...' <mailto:'gda...@li...'> =20 Sent: Tuesday, February 11, 2003 6:18 PM Subject: RE: [Algorithms] Current state of Terrain Generation A really easy way we found to vary the "rolling ice cream hills" was to = feed the noise function into a power function: =20 Amplitude * Pow(Noise,Exp) + offset =20 Noise gives you, well, noise =20 Amplitude gives max/min altitude =20 Offset lets you lower the whole thing. =20 Now, assuming your Noise is from -1 to 1, then using exponents >1 will = turn your "ice cream" into cliffs and canyons, exponents <1 will turn the = ice cream into valleys with occasional peaks. =20 For more origniality, you can generate the amplitude, exponents and = offsets all with separate noise functions. These should have larger = 'wavelengths' than the noise function used for terrain itself. That way, you can have = an area of cliffs and canyons that slowly tapers off to a prairie, and eventually comes to mountains, etc. =20 There's a (somewhat dated) demo and some pictures of this up at: =20 http://cedar.intel.com/cgi-bin/ids.dll/content/content.jsp?cntKey=3DGene= ric+Ed itorial%3a%3aprocedural3d_2 <http://cedar.intel.com/cgi-bin/ids.dll/content/content.jsp?cntKey=3DGen= eric+E ditorial%3a%3aprocedural3d_2&cntType=3DIDS_EDITORIAL&catCode=3DCLH&path=3D= 3> &cntType=3DIDS_EDITORIAL&catCode=3DCLH&path=3D3 =20 if that convoluted URL doesn't work, go to www.intel.com/ids <http://www.intel.com/ids> then go to industry segments --> games --> development resources --> games and select "procedural content = generation part 2" (I know, buried content, sigh) =20 Kim =20 =20 =20 -----Original Message----- From: Chris Brodie [mailto:Chr...@ma...]=20 Sent: Sunday, January 05, 2003 6:27 PM To: 'gda...@li...' Subject: [Algorithms] Current state of Terrain Generation I'm an independent developer. In the past I thought about using = heightfields to define my terrains as they are flexible enough to allow me to modify = the terrain to place roads \ bases etc, however my game will need to be downloaded to be played and I don't see the large detailed environments = I envisage to be able to be supported by a minimal download over the internet(especially if the user just wants to try the game out). So, I turn to terrain generation. I read a few Gems I articles and = looked around the net a little and found that :=20 -all the generated terrains I find look like melted ice-cream. Rolling = hills are nice for a while but I'm looking for cliffs canyons and valleys, = with terrain interesting enough to allow players to use it for hiding \ = dodging (Think Battlezone style of play) -If my terrains are large enough I might not be able to store the verts = in memory. I don't see many cases of paging + terrain generation. -Will my solution lie in the middle. Perhaps a pre-process that runs on install of the app and generates heighmaps on the destination PC? Advice appreciated...=20 Chris=20 NOTICE This e-mail and any attachments are confidential and may contain = copyright material of Macquarie Bank or third parties. If you are not the = intended recipient of this email you should not read, print, re-transmit, store = or act in reliance on this e-mail or any attachments, and should destroy = all copies of them. Macquarie Bank does not guarantee the integrity of any emails or any attached files. The views or opinions expressed are the author's own and may not reflect the views or opinions of Macquarie = Bank.=20 |