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Author Topic: Large terrain testing  (Read 2520 times)

« on: September 25, 2009, 02:43:05 PM »
I'm trying to make randomly generated terrain, this is first try, featuring randomly placed mountains in different sizes, I will also try to create randomly generated vegetation in later versions. iSphereVisible() is frequently used here to avoid reuse of visible mountains.

Just for fun :
1 minute "flythrough" at a very very fast speed. (since it never ends maybe flythirugh isn't the word)

http://www.youtube.com/watch?v=l42hjLLy8hI&fmt=22

:)
« Reply #1 on: September 25, 2009, 05:49:45 PM »
Your terrain tiles look great and the mood is really nice with those moving clouds and the crepuscular light.

Have you tried to do something similar with collision tiles?
(Those "Really Static RigidBody" are a great source of torment for me :) )

« Reply #2 on: September 26, 2009, 05:39:12 AM »
Very cool.
« Reply #3 on: September 26, 2009, 06:12:50 AM »
that  scene looks really neat... are those really randomly generated mountains, or preloaded terrain  segments...

i've tried to come up with a simple algorithm to read heightmaps and deform a mesh to represent a section of the heightmap... possible in 3Impact,  haven't figured out how to deform a mesh in RAD yet  ;D

no access to the vertices  :-\


--Mike

It's all preloaded, using 9 RB for collision and about 300 skinmesh imposters on screen, 200 lowpoly and 40 mountains and 60 detailed. Mountains are not collidalble yet. It randomly places new mountains in the horizon, but never reuses any mountain that is already rendered.


Your terrain tiles look great and the mood is really nice with those moving clouds and the crepuscular light.

Have you tried to do something similar with collision tiles?
(Those "Really Static RigidBody" are a great source of torment for me :) )

They are collidable, but not the mountains (yet) :)
« Reply #4 on: September 26, 2009, 11:40:48 AM »
Very cool :)
« Reply #5 on: September 27, 2009, 04:23:33 PM »
it looks really cool, and your textures look cool on there too

if that was just 1 terrain, that would be one load of polies lol

if im guessing right, is the way this is set up makes it not possible to add terrain dips?
i've tried to come up with a simple algorithm to read heightmaps and deform a mesh to represent a section of the heightmap... possible in 3Impact,  haven't figured out how to deform a mesh in RAD yet  ;D

no access to the vertices  :-\

that would be awesome if 3d rad had that feature
have about 10 rigidbody planes with 1kx1k polies, 5kx5k polies, etc. then 500 heightmaps. (may be efficient in game size?)

Currently using 7.22
« Reply #6 on: September 28, 2009, 12:15:58 PM »
Yeah that would be a great feature. :)
« Reply #7 on: September 28, 2009, 05:50:20 PM »
Dream mode on: That would probably allow real mesh morphing... and this kind of Pathfinding:
http://www.ai-blog.net/archives/000152.phpl

@Shadmar
I really hope to see collision on your mountains, everything I tried in dynamic collision totally failled. (Makes me feel very modest) :)
« Reply #8 on: September 29, 2009, 02:06:21 AM »
Quote
Insert Quote
Dream mode on: That would probably allow real mesh morphing... and this kind of Pathfinding:
http://www.ai-blog.net/archives/000152.phpl

Yes that would be beautifull, making characters walk over a mesh, instead of following waypoints.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #9 on: September 29, 2009, 03:57:38 PM »
OUTSTANDING   some of you guys do not cease to amaze....
« Reply #10 on: October 03, 2009, 02:17:08 PM »
I like it!!!
« Last Edit: October 04, 2009, 12:22:53 AM by darak555 »
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