Re: [Algorithms] Terrain performance comparrisons
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From: Pierre T. <p.t...@wa...> - 2003-07-29 16:55:19
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> If time is short, try Grek Snook's version in Games Programming Gems 2. It > is startlingly simple, and gets you easily 90% of the benefit of any of the > other routines over having no LOD, and it's very quick. Because it is so > simple (i.e. dumb) it works fine with dynamic terrains. Going to try that ASAP. > On the other hand, if you're talking localized craters and stuff like > that, Exactly. > one approach would be to modify verts in memory, and remember > where your craters are, so that when you re-load a chunk from disk, > you can re-apply any vert mods. Yes, that's what I wanted to do. I just wonder how it's going to scale when there are craters all over the place. Hmm. > There are some problems with this as well; e.g. if you drop a bomb > onto a flat area, there may not be many verts there, so the crater > would look bad. I didn't even think of this ! Ok, seems like I'm in for the easier GPG2 solution then. (Not much time to investigate) Thanks, Pierre |