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WorldGeneration
Classes for different ways of world creation
Phase-Requirements IntroductionThis module delivers interfaces to generate following world generation tools Features in General
DetailsOverviewPossible world generators
Terrain Generated MapsFIRST MODULE TO IMPLEMENT Relevant topics found on the Irrlicht boards A terrain scene node to generate huge maps combined with water Grass, trees and terrain effectsA grass/flora density map allows combining of barren wastes with prosper greenlands Cool looking random tree generator There is a grass scene node by bitplane to somewhere on the board. Give it a search with bitplane+grass HeightmapThe heightmap can be modified on runtime - consider implementing a maximum difference limit between the heights to avoid spiked terrains. But developers should be able to override this. WaterYay, water, water... what I've got to say? If it's not highly dynamic like in the PhysX Ageia demos, have a look on the following irrlicht topics. One thought in advance is that the game manager somehow must be informed if an entity is in or under water and if the water is deadly by any means (poison or it's lava whatever) what should happen to the entity. Also consider this when it comes to effects like splashing water etc. Relevant topics found on the Irrlicht boards Some useful thoughts on how to achieve water patches in a dynamic terrain A reflective water scene node approach Very nice looking shader based (DX&OGL) water scene node "Realistic" water scene node, looks good and technically mature Dynamic tiled mapDynamic tiled map mixed with premade hotspots and modelsFixed editor-made map |