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Thread: Building terrain in GLScene

  1. #1

    Building terrain in GLScene

    Hi guys,

    I'm currently working on an RTS project. One of the most important parts of any RTS engine is its terrain system, as everything is closely connected to it (special effects, units' movement, etc).

    An ordinary terrain consists of 32x32 (up to 256x256) tiles (I use a method of dividing terrain into tiles similiar to WarCraft III ones). I have implemented this principle by the means of triangles in a GLMesh. But even with 32x32 tiles editing the terrain is a rather slow process, besides, I can't find a good way of shadowing it.

    Does anybody know a better way of terrain building, keeping in mind that it should be edited without obvious slowdowns? And what is the best way to create shadows in this case?

    Thank you very much in advance.

    Michael

  2. #2

    Building terrain in GLScene

    I'd suggest looking into the terrain renderer and height datasource objects in GLScene. You can find a terrain demo in the GLScene demos/meshes/terrain. The synthterr demo shows texture tiling, you can also check out the Archipelago demo in the news at http://glscene.org

    Stuart.

  3. #3

    hi Michael

    .. oh friend
    i tryed (Hight Field) and (terrain renderer ) ..

    but i think terrain renderer is better than (Hight Field) . because ..
    it give a better performance ( Faster ), and let you ful control it .
    and ......... for other reasons

    god luck
    Ask them just what they think Delphi can't do, and show them they're wrong! Abo Delphi .

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