This screenshot shows of the new terrain terrain renderer of the Genesis Device Engine. The goal of this engine is to create a opensource 3d engine similar to the battlefield 2 engine.
The terrain is generated using a heightmap texture. This is subdivided into patches of 512 triangles. A Quadtree is created of the patches to speed op the rendering. Also we use an occlusion algoritm to filter out hiden patches of terrain. Each patch has a different color texture that can be applied to it. Also it supports detailed texturing though the a second texture unit. We don`t use any fancy LOD system because we want to keep the source as clean and simple as positble. This demo is using a heightmap of 1024*1024 and a color texture source of 4098*4098. Because we have a limited line of view we use fog to blend the fading terrain with the skydome.
For rendering we use Opengl. Each patch is stored in a displaylist while rendering the patch in Triangle strip mode. This system is pretty simple and gives awsome result. In the demo of the screen we have 25000 to 40000 triangles visible on most times and we get 600 to 950 fps on a geforce 6800. We experimented with more extended viewlines, pushing the number of polygons to half a million, still running at 40 to 70 fps. Even a Geforce 1 runs 80000 triangles smoothly with 100 to 150 fps
Some features we are working on currently are:
* realtime reflective water with distortion
* animated skys for the skydome
* bumpmapping for the terrain
You can check out an older demo on our site: http://www.genesisdevice.net/