The screenshot shows a brute-force terrain engine, billboard trees, a
skybox, and a particle effects engine. These combined create a very nice
looking outdoor scene that runs fairly well on lower-end machines. In
this particular scene there are over 150 trees being rendered (Not all
in this screenshot though) with the ability to use the same texture (As
in this picture or each have different textures.
I worked on this for a month on or off about 3 months ago. I haven’t had
much time to program with school and job hunting (The online store
hasn’t cut it). The hardest part was understanding the billboard tree
math, because I’ve only just started to get into the more advanced
concepts of Algebra.
The program was created with DirectX 9.0 and C++. In this screenshot,
the terrain was created by importing a .raw gray-scale height map and
rendered using brute force. Currently, the terrain is being updated to
use a quad-based system to offer larger maps and more diverse
environments. The snow in the scene were created by filling vertex and
index buffers, and rendering them. To increase the speed of the scene
the snow is only rendered within a certain distance from the character.
I’ve been working on the indoor engine part, I’m working on VCP mirrors
right now, but plan to go back and revisit this part as soon as
possible. Immediate plans include the quad-system, water complete with
Fresnel Reflection and refraction, and snow decals for the trees.
To follow the progress of my game engine, read my .plan files to read
some informative articles I’ve written, or see more screenshots check
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Have you looked into using terrian splatting for optimization?
looks ex3mely nice!
Sorry for the late replies, I’ve been loaded with homework and tests.
Thank you both very much for your replies; it’s great to get positive
John, when you say texture splatting are you referring to
multi-texturing where you mix two or more textures to give it extra