Horde3D

Next-Generation Graphics Engine
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PostPosted: 17.04.2009, 05:39 
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Joined: 10.04.2008, 11:17
Posts: 6
Hello,

I've never done much research for terrain systems so I have no clue about the types of terrain systems. I've previously worked with TGEA, torque game engine advanced and thier terrain system uses a grid that are square. I've noticed that screenshots and videos of other engines like GameBryo have a simular looking terrain with small triangles like the Horde3D Screenshot.

What type of terrain system is it that is available with Horde3D? Is there a technical term or name for them when they consist of tiny triangles as opposed to squares?

Hope this makes sense.
Chris


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PostPosted: 17.04.2009, 06:15 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
Graphics cards are made for rendering triangles (when you draw a square, you're actually just drawing two triangles), so as far as I know, all real-time terrain systems use triangles for rendering.

Can you tell me some more about TGEA's terrain system?

Horde's terrain system takes in a height-map (a big black/grey/white bitmap) which is then turned into a big model made up of triangles. Several different versions of this model are made with more/less detail, so distant parts of the terrain can use the low-detail versions and closer areas can use the high-detail ones. I think this is sometimes called "chunked lod".


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PostPosted: 17.04.2009, 06:34 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Another technique is voxel rendering used for exampel in the old comanche games by novalogic.


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