{"id":22,"date":"2006-12-28T01:45:55","date_gmt":"2006-12-28T00:45:55","guid":{"rendered":"http:\/\/andyq.no-ip.com\/blog\/?p=22"},"modified":"2006-12-28T01:45:55","modified_gmt":"2006-12-28T00:45:55","slug":"terrain","status":"publish","type":"post","link":"http:\/\/www.andyqua.co.uk\/blog\/terrain","title":{"rendered":"Terrain"},"content":{"rendered":"
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 Features so far: Its currently Windows only BUT the Windows only part is the screenshot stuff which could be removed if you want 360 support. (Note – I don’t have – and don’t plan on getting a 360 for the forseeable future – so don’t really care about 360 development.)<\/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> Looking across the landscape<\/strong> Looking across the landscape (with patch lines)<\/strong> 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
\nPatch-work looking (not smooth)
\nCan be randomly generated or loaded from heightmap
\nTerrain endlessly repeats – by this I mean that you can move the camera forwards infinately and the terrain wraps round.
\nTerrain split up into patches (only patches that fall into visible frustrum are rendered – pretty much)
\nScreenshots can be taken (press the space bar)<\/p>\n
\n<\/p>\n
\n<\/p>\n
\n<\/p>\n","protected":false},"excerpt":{"rendered":"