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WorldGeneration  
Classes for different ways of world creation
Phase-Requirements
Updated Mar 11, 2009 by weltenschmid

Introduction

This module delivers interfaces to generate following world generation tools

Features in General

  • Where possible, make the terrain destructible
  • Possibility to paint directly on map (compare Bungie's Myth for terrains or valve's Half-Life for decal-style painting)
  • An octree collision mesh divided into sectors if the maps growing big

Details

Overview

Possible world generators

  • terrain generated maps (high priority)
  • dynamic tileset
  • dynamic with preset hotspots and models
  • fixed editor made map

Terrain Generated Maps

FIRST 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 effects

A 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

Heightmap

The 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.

Water

Yay, 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 map

Dynamic tiled map mixed with premade hotspots and models

Fixed editor-made map

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