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Roads in Terrain, how?

Last post 12-10-2001, 14:27 by Wavewash. 1 replies.
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  •  12-10-2001, 14:27 241596

    Roads in Terrain, how?

    Hey gang, I've got an intresting problem. I have a terrain engine that I would like to implement roads into. So that I can place bsp objects on to the terrain much like tribes and then I would like to connect these objects by roads on the terrain. I'm wondering how would I go about doing this? I was also wondering which method of Level of detail should I choose to place these roads onto the terrain? Should I go with ROAM or with Adapative quad trees? Any help on how I can get roads in would be greatly appreciated. If you would like to see a screen shot of my terrain engine please go to: http://www.opticuslabs.com/terrainsc Scroll down to the bottom to see the most recent picture of the terrain with pre calculated per vertex lighting. I think that's what it's called. I just calculated the color value for each vertex before the program started up according to slope. Happy [:)] The terrain is being rendered currently bruteforce as you can probably tell from the ghastly amount of triangles in the wireframe screenshot and the only optimization that are in place are frustrum culling and backface culling (which is a little buggy). Thankyou. ~Wave
  •  12-13-2001, 13:07 241652 in reply to 241596

    I'm currently working on something the same as you (terrain with roads) and I'll do it with some kind of ROAM (3 stages, speed optimized). I believe the best way to render roads is rendering as the terrain, and then render the terrain, (z-buffering, road with alpha values) also because I use single-pass texture blending. BTW, didn't get help on gamedev? Big Smile [:D]
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