Hi,
I'm trying to create a basic game engine that draws a 3d map with many different textures like rocks, grass, grass-dirt, sand, deep water, shallow water,...
You can best compare it with an RTS game like Warcraft 3, Starcraft,...
Units, buildings, trees,... are added through a .scene afterwards.
Is this possible with landscape manager + texture splatting? Is this advisable? Any other ideas?
What do you think is the best way to render such scenes?
Mr. Turner
Rendering terrain with a lot of different textures
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- Halfling
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- Location: Belgium
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- OGRE Expert User
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just my opinion...
i think blizzard's games are tile based...for every 3dcube (of certain dimension) on the map they have a description that would tell them what kind of type is it (dirt, grass, ...) and also the height and the type of height they use...
(they are not using a real physical engine...)
it would be a good aproach if can use the landscape plugin or similar choice but in a restrictive way (letting the user change the map only to fixed heights, applying the texture yourself, regardin the type of cube he's applying) and memorize every tile in a structure...this would be easy to use in an editor and in the game too, since u'll need to know on what type of ground are u (for specific actions, ex:creep), and also the height or other information...
they use this tiled aproach to implement pathfinding too, i think...
as for rendering, as much as u can, group the static geometry in one mesh, the non static separate...
i think blizzard's games are tile based...for every 3dcube (of certain dimension) on the map they have a description that would tell them what kind of type is it (dirt, grass, ...) and also the height and the type of height they use...
(they are not using a real physical engine...)
it would be a good aproach if can use the landscape plugin or similar choice but in a restrictive way (letting the user change the map only to fixed heights, applying the texture yourself, regardin the type of cube he's applying) and memorize every tile in a structure...this would be easy to use in an editor and in the game too, since u'll need to know on what type of ground are u (for specific actions, ex:creep), and also the height or other information...
they use this tiled aproach to implement pathfinding too, i think...
as for rendering, as much as u can, group the static geometry in one mesh, the non static separate...
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- Halfling
- Posts: 88
- Joined: Sun Sep 05, 2004 7:01 pm
- Location: Belgium
So basically you mean this:
Pre:
* create the whole map as a big mesh using some editor
Engine:
* open the mesh and parse & store all tiles
* use the info of a home-made fileformat to apply textures to each tile
* use a .scene format to implent all dynamic game-specific data
This is exactly what I need. Any examples or docs on that tile parsing & tilebased texture applying?
Pre:
* create the whole map as a big mesh using some editor
Engine:
* open the mesh and parse & store all tiles
* use the info of a home-made fileformat to apply textures to each tile
* use a .scene format to implent all dynamic game-specific data
This is exactly what I need. Any examples or docs on that tile parsing & tilebased texture applying?
-
- OGRE Expert User
- Posts: 1422
- Joined: Sat May 22, 2004 5:28 am
- Location: Bucharest
- x 8