I've updated my terrain demo:
http://www.geocities.com/hey_muk/
It's a little more faster than the last one, because now I am synthesizing the
terrain texture beforehand. This allows me to take advantage of single-pass
rendering, instead of the slower multi-pass rendering. And I've managed to
increase the size of the heightmap from a measly 65x65 to a whopping 1025x1025.
Give it a go and see how fast it runs.
http://www.geocities.com/hey_muk
Edited by - Unicode on January 9, 2001 5:31:26 PM
Updated terrain demo
Pretty woot!
I get about 65fps on my Gforce2 in 640x480 mode.
I''m working on something similar, but I''m using octrees to build my terrain.
Jess
I get about 65fps on my Gforce2 in 640x480 mode.
I''m working on something similar, but I''m using octrees to build my terrain.
Jess
That is really cool. I would love to be able to do that. I made a very basic textureless terrain demo that used heightmaps like yours does. I don''t understand: how do you make huge landscapes? My one would go about 1 FPS if I made it that big . Even if I only render land to a certain distance, all the extra testing makes it slow. Are there any alternatives to BSP and octtrees? Well, I got 60 FPS, I''m not sure what graphics card I have but it''s not a good one. Thanks for the demo
Simon PriceSi@VBgames.co.ukwww.VBgames.co.uk
Simon Price,
I use an implicit quadtree structure, meaning all the data is stored in the heightmap.
So, the structure itself uses no memory. Instead, I use an indexing method to retrieve
the data. This works well because the only limitation is the size of the heightmap.
HTH
I use an implicit quadtree structure, meaning all the data is stored in the heightmap.
So, the structure itself uses no memory. Instead, I use an indexing method to retrieve
the data. This works well because the only limitation is the size of the heightmap.
HTH
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