Early Terrain Engine

Currently the terrain engine can render a 262114^2 meter (~162.87^2 miles) square of terrain.  The heights are generated from libnoise.  As you get closer to a given part of the terrain more detail of the terrain will be loaded from the terrain noise function.  When at ground level the resolution of the terrain can get to be as high as I specify, but currenty it is set to 8 meters per triangle   Currently this loading is done in the same thread as everything else, so this causes stuttering and low frame rate.

Frustum culling and LOD of the quadtree is working fairily good now.  The main issue is that there are obvious seams between terrain patches of different LOD.  I intend on fixing this problem with a similar approach to geo-mipmapping.

Here are some screenshots (notice the seams between terrain patches):

(screenshots will be uploaded shortly)

Friday, September 26th, 2008 Development No Comments

Hect Engine

I’ve begun writing a simple game/graphics engine for any hobby projects I wish to pursue (such as the engine itself).  I’ve been working on it for around 2 months now.  So far I have spent the majority of my time in the core engine mechanics and the terrain engine.  I’m using a small variety of libraries to make my life easier, including: libnoise, SDL, OpenGL, boost, cml.  The engine will be open source and I will have it on SVN as soon as it is somewhat complete.  Which will probably be within the next 2 months or so (possibly more because of school).

This blag is to keep track of my development on the engine.  Thanks for reading.

Wednesday, September 24th, 2008 Development No Comments

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