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26087: RE: Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime

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From: "Zach Collins {Siege}" <zcollins@seidata.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 18 Dec 2002 12:42:18 -0500 (EST)
References: [1]
Organization: Kanga.Nu
On Mon, 16 Dec 2002, Marc Fielding wrote:
> [Brian Hook]


>> Even a pseudo-compromise solution where you have a heightfield
>> with 3D objects placed on it to give a feel of "real 3D" doesn't
>> feel right.  It looks like, well, a heightfield with a bunch of
>> 3D objects shoved into it.

> Have any recent games taken this approach? I'd be curious to see
> how noticeable the disjunction is.

How about Tribes?  I believe that the buildings are just rectangular
blocks prefabbed together and sunk to an appropriate depth in the
heightmapped playing field.  Makes for horrible framerates in
object-heavy zones, I've noticed, but as long as a building looks
like it's sitting firmly on/in the ground, there isn't much of a
visual disjunction.

--
Zach Collins


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