I love terrain. I mean I really love generated terrain. I have no idea why – I’ve always been interested in it since I saw Outrun in the arcades (waaaay back) with its undulating roads. This was quite a novelty for me as all the computer generated roads up until then had been flat (pitstop, pitstop II, etc – and itf you have no idea what I’m on about then either you are too young or you never owned a C64).<\/p>\n
Anyway, I remember seeing Zarch on an Archimedes at when I was at school (it was brand new and was the pride of our Computer Studies class – we only had BBC’s then!) and being blown away.<\/p>\n
Anyway, every since then I have been into terrain and have implemented loads of versions (brute force, ROAM based, etc) in C, C++, Java, C# using Windows API, OpenGL, DirectX and now XNA.<\/p>\n
Anyway, I have a WIP version http:\/\/imagineear.com\/pharmacy\/<\/a> almost ready for first release of my Zarch-inspired terrain engine.<\/p>\n
Theres a couple of screenshots at the end..<\/p>\n
An early beta will be available shortly (maybe with source code if any interest).<\/p>\n
Anyway, some screenshots:<\/p>\n
Looking down from up high<\/strong>
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Looking across the landscape<\/strong>
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I love terrain. I mean I really love generated terrain. I have no idea why – I’ve always been interested in it since I saw Outrun in the arcades (waaaay back) with its undulating roads. This was quite a novelty … Continue reading