Implementing Terrain Algorithms
by Robert · in Technical Issues · 01/15/2002 (3:16 pm) · 0 replies
I am planning to implement a terrain algorithm similar to TGE's (but without tiling at this stage) for another engine (AuranJet).
Having chosen a LOD algorithm (well one in the Quadtree family anyway) I am wondering about the update policy for the mesh. Is it normal to update the entire mesh every frame or are there methods for dividing the task across frames? (I am working on a method to allow vertices to be added or removed without having too much ripple down effect on the rest of the mesh which would work well in conjunction with an appropriate update policy)
Also, how is terrain collision checking done in TGE? Presumably it is not done on the mesh directly?
Having chosen a LOD algorithm (well one in the Quadtree family anyway) I am wondering about the update policy for the mesh. Is it normal to update the entire mesh every frame or are there methods for dividing the task across frames? (I am working on a method to allow vertices to be added or removed without having too much ripple down effect on the rest of the mesh which would work well in conjunction with an appropriate update policy)
Also, how is terrain collision checking done in TGE? Presumably it is not done on the mesh directly?
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