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25932: RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime

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From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 16 Dec 2002 14:05:20 -0000
Organization: Kanga.Nu
From: Marc Fielding [mailto:fielding@computer.org] 
> [Brian Hook]
 
>> The fallback, of course, is to use a heightmap for large swaths
>> of generally unpopulated areas, but then switch to a pure mesh
>> based representation for small areas of detail.  This also has
>> its own peculiar problems as well.
 
> I'm curious about the peculiarities you mention. Would one be the
> challenges in smoothly transitioning between heightmapped and mesh
> terrain?

Don't see why, as a heightmap is a mesh. Only problem is if you've
done some weird heightmap optimisation that doesn't work well with
your general occlusion stuff. Still, that just takes some
forethought...

I guess the real problem is more likely to be with mob pathing etc.

Dan
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