Re: [Plib-devel] ROAM for plib
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-04-06 07:47:58
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Sam Stickland wrote: > And then I'd like to add frame coherence to it would be would nice, and > doesn't sound that hard. (Basically instead of recalculating your triangle > mesh every frame you adjust the previous one to fit. Hmmm - but I'd still want FOV culling on the individual ROAM height grids (there could be many of them in an application like FlightGear where terrain is paged from disk). If a ROAM 'object' is entirely off-screen, then the ROAM algorithm would not be executed on that frame for that object. I really think it's important to work that way. > And at some point in the future I'd really like to adjust ROAM to work in 3D > rather than just 2D so I can add stuff like caves and tunnels to the > landscape engine, but that's a far way off at the moment. That would be very cool. Sounds tricky though. If each ROAM 'object' is independent though, you could build things like caves by having a height grid for the floor, another (inverted) one for the ceiling and a third for the surface of the ground above the roof of the cave. That's nowhere near as nice as a full 3D implementation - but it certainly makes caves and overhangs do-able with the present algorithm. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |