Re: [Plib-users] terrain generation...
Brought to you by:
sjbaker
From: Curtis L. O. <cu...@me...> - 2000-12-08 05:09:41
|
Brian, A good place to start looking at the various approaches is http://vterrain.org/ Curt. ha...@sl... writes: > > Does anyone know of a good place to look for documentation about the > different methods of doing terrain in a 3D world? > > I'm either looking for resources that talk about terrain generation or > maybe just some suggestions on the best way to do it with plib in a > real-time game. > > I know one formula for doing terrains is to use a grey scale bitmap to > determine the terrain. Using the lightness or darkness of a pixel to > determine the height of that part of the terrain. > > Of course, I have no idea how to apply such an algorithm to a real-time > game. If I pre-generated the ground as a model based on the texture, it > would take the poly count for the scene off the scale. > > Any pointers to other resources, or suggestions would be greatly > appreciated. > > -- > Brian > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |