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RE: Complex IM Terrains amorano (5 replies, 0 views) (2000-May-7)
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Simple :) You are looking for beamtrees or span buffers for the "polygon behind another polygon" portion, a texture manager for the textures so you don't draw them all out of order and you shoudl shy away from tianglelists, as they are not the fastest thing when doing landscape trianglefans are (i.e. center vertex and four corners). Besides all that you need some sort of culling algo for the basics of the terrain. I suggest this being your first time out, a simple quadtree. You can run realtime with that. As for information, I gotz nada for VB in any of those departments. As for the other stuff, I think I posted an answer on the mailing list. http://www.flipcode.com http://www.gamedev.com Both have articles on all the above mentioned things. HTH


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RE: Complex IM Terrains Adam Hoult (4 replies) (2000-May-7)
RE: Complex IM Terrains amorano (3 replies) (2000-May-7)
RE: Complex IM Terrains Adam Hoult (2 replies) (2000-May-7)
LOL You guys put me to shame.... Steven Blom (1 reply) (2000-May-10)
RE: LOL You guys put me to shame.... Adam Hoult (0 replies) (2000-May-10)

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