Actually I do not regard this a a real showcase, but as me and many others are missing some
documentation on how to make Horde3D work with procedurally generated geometry, I decided
to post this to make a start:
This was originally an university task for which we should implement an A* pathfinding demonstrator.
As finding paths through static meshes is boring I decided to write an interactive terrain-generator,
that would allow me to modify my mesh in (almost) real time, to have a dynamic labyrinth.
It's far away from being perfect, but at least it could give some hints on how to work with dynamic
geometry.
Updating the geometry is even worse, but as geometry resources in Horde were read-only until
Horde3D 1.0.0Beta3, it was the only way to do it...
(
- generate internal geometry
- upload to Horde3D
...
- update internal geometry
- unload old geometry from Horde3D
- upload updated geometry to Horde
)
I tried to convert this into a tutorial. It's a lot of code and I hope that it's not too confusing...
Procedurally Generated Geometry Tutorial:
http://www.horde3d.org/wiki/index.php5?title=Procedurally_generated_geometry_tutorialI really wished that Horde3D had a function like
Code:
/**
* float size_ the cube's size
* int r_ red value
* int g_ green value
* int b_ blue value
* int alpha_ transparency
**/
H3DCreateColoredCube(5.0f, 255, 0, 0, 0);
to create a simple red cube without having to load geometry, texture and shader from files.
[edit] Removed obsolete link