I recently put together a small demo clip running through our procedural terrain example. Check it out here on YouTube:
7 comments:
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Jeni C Slack (^0^)
on
November 02, 2009 4:28 PM
Very Nice! Looking forward to 0.6 and the exciting new stuff in it.
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Stefan
on
November 03, 2009 7:21 AM
Remembers me at unigines tesselation videos.
Would it run faster with tesselation hardware (and the code for it) ? Or is it something different?
And what about displacement mapping, could you use it with your terrain? -
MrCoder
on
November 03, 2009 2:19 PM
This is an attempt to do "as good as you can" with the lack of hardware tesselation and displacement mapping. We can achieve a kind of displacement mapping by moving the heightdata into a texture and using vertex texture fetch on the gpu though. Instead of tesselation this technique use a predefined set of level of details (predefined tesselation iow). Another difference is that this works only for gridbased terrain and not for arbitrary objects as hardware tesselation ála directx 11.
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Malachi de Ælfweald
on
November 03, 2009 2:58 PM
Looks great!
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MrCoder
on
November 03, 2009 3:08 PM
should also be mentioned that every pixel on the terrain here is unique. iow there is no splatting or detailtexture... :)
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ParanoidRay
on
November 08, 2009 8:46 PM
Very nice, I know I saved
the jar of an "endless world" jME user demo once somewhere, in the hopes to one day be able to understand and use it with Ardor3D too. This frees up that task for me. Thanks, keep it up ! I always point to your work to show Javas power !
Ray. -
S. A. Slack
on
November 18, 2009 10:36 AM
I found this presentation quite interesting!

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