[Home] [Groups] - Message: [Prev in Group] [Next in Group]
25323: Re: [MUD-Dev] terrain rendering (was: Future of MMOGs)
[Full Header] [Plain Text]
From: Bruce Mitchener <bruce@cubik.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 03 Oct 2002 20:32:43 -0600
References: [1]
Organization: Kanga.Nu
Daniel.Harman@barclayscapital.com wrote:
> Deformable terrain is just a nightmare (assuming you want a nice
> LOD based, TnL card friendly system with fantastic draw distance).
Well, the most promising LOD implementation around seems to be
Ulrich Thatcher's ChunkLOD:
http://www.tulrich.com/geekstuff/chunklod.html
But, in this post:
http://sourceforge.net/mailarchive/message.php?msg_id=1929871
he says:
"Triangle counts these days are high enough (or will be soon)
that maybe just doing GeoMIPs with too many tris is the best
policy. No costly error propagation or meshing -- just throw
uncompressed & procedurally enhanced regular heightfield tiles
at the card. Still use recursive decimation, but don't try to
be smart or worry about max pixel error -- with one triangle
for every couple pixels, it doesn't matter much. There's a
very fine line between clever and stupid."
Geomipmapping should also be easier for doing deformable terrain
(definitely easier than a pre-processed setup like ChunkLOD).
Willem de Boer's tutorial on geomipmapping can be seen at:
http://www.flipcode.com/tutorials/tut_geomipmaps.shtml
For whatever it is worth, Ling Lo on this list has done an
implemetation of geomipmapping for the Nebula Device
(http://nebuladevice.sf.net/), an open source (TCL/MIT-like license)
rendering engine. Someone's currently working on a port of the
ChunkLOD code to Nebula as well.
And, as always, the VTerrain Project has lots of information, but
not relevant to deformable terrain:
http://www.vterrain.org/LOD/Implementations/
- Bruce
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev