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Hi There
Trying to answer you questions in order.
Yes I have a demo, but no own web-site. Mail me at Baron_3d@Hotmail.com if you like a demo.
The trees are in 3D, with 3 to 4 vertical and 1 to 2 two horizontal planes.
Yes, the sky need some work, but right now that have low priority.
The fog color could be brighter. I wish I could have the fog more away, but that is impossible with my engine. Right now the land-cash take over 7Mb of ram. If I double the fog distance the cash take 28Mb, and that is too much (The cash holds the data in hardware TnL friendly way).And the framerate would also be too low, now I get 20 to 40 fps (18 to 50 fps in extreme). An Athlon+128Mbram+Geforce2 would be nice, but too expensive right now.
It is a heightmap, 512x512 = 16x16km 32m between heightvalues. I use some sort of curvefitting algorithm combined with extra effects like ravines, craters, roads(not ready yet), paths(not ready yet) and sin-waves.
Each "heightvalue" could be leaned and the curvefitting algorithm could be changed (something like: linear, cubic and something more extreme. Cubic by default).
Surfaces that lean over a certain angle is rock. Where tu=x*factor1+y*factor2 and tv=height*factor3. This is not perfect but it is mostly good enough. Perhapes one could alphablend a texture with tu=x*factor4-y*factor5 and tv=height*factor6 on top.?
I also add some randomness to x,y,z coordinates.
Surfaces that are over or under a certain level could be of an another sort (see grass/sand around the sea).
There is no pre calculated surface, all heights and texturing is calculated in fly and it is only stored in a cash.
Frank Linder
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