Ogre Version:
Operating System:
Render System: ![]()
I am interested in making a free and open source clone of Wurm Online, and I am trying to decide if I want to make the game using Ogre3D. I have very little experience using Ogre3D, and I don't want to waste time learning the engine if it doesn't have the kind of features I am looking for. Wurm Online uses a grid-based terrain system where players can terraform by digging and dropping dirt at tile corners to raise and lower them.
Here is an old video showing how this works:
Also here:
https://www.wurmpedia.com/index.php/Digging
The tiles are rather large at a size of 4x4 meters
https://www.wurmpedia.com/index.php/Tile
I don't think that Ogre3D's built in terrain system is going to cut it. Maps in Wurm (and this clone) need to be huge, and it needs to be possible to see distant terrain features. Some tiles (like dirt, grass, sand) need to have edges that blend into surrounding tiles, while other tiles (like cobblestone, paved stone, tile) need to have hard edges. The solution for this problem employed in Wurm appears to be that all of the game tiles are separated by thin "border" tiles which allow for blending between surrounding textures if needed. Clearly, in order for this to work I need to implement some sort of dynamic terrain instead of using the built in Ogre3D terrain system. How could this kind of thing be implemented in Ogre3D?


