Submitted by , posted on 28 August 2001
Image Description, by
This is a combination of yet another terrain algo. and some basic physics
for flight modelling. It's nothing special, and will only look right on
geforce series: it's been developed and tested on a GF2 GTS.
VC6 source and Win32 EXE are available at
Press Alt+1 when you run it, to move the camera to flight mode). Cursor keys accelerate and break, stear
w/ the mouse. Ctrl+Alt+1,2 and 3 change the fighter's skin, and Alt+S and
AlT+1 are the two camera modes. Ctrl+W for wireframe. Apologies in advance
for any bugs!
The only thing that I'm really proud of in it is the performance increase
that I've got compared to my last app. I get a throughput of around 3MT/s
which is much better than my previous effort. Also collision-detection
doesn't kill performance as it used to before...
terrain heightmap is 512x512 split into 8x8 patches.
each patch is precomputed at 64x64, 32x32, 16x16, 8x8 and 4x4.
patches are organized in a quadtree for vis. culling.
texturing is 2 tex single-pass with fixed-function shading - this is where
non-gforce cards screw up!
Hope you like it!