morfiel
19-11-2006 18:38:36
I recently discarded the graphics engine of our Game Project, using Ogre now. The PLSM did a great job in helping us getting up to speed. (Thanks)
However, there is one limitiation I am not so fond of: its strictly using heighfields. The previous engine used a mixture of heightfield, but with added discontinuities. The procedure was approximately like this:
- a B-Spline curve is projected onto the terrain where a cliff should be
- the terrain is lowered on one side, raised on the other
- the curve is rasterized to a special texture (1bpp) with the same resolution as the heightfield. During geometry generation, this part is left away. So wherever there is a curve, no terrain is drawn.
- the gaps created this way are filled with procedurally generated geometry (basically an extrusion of the curve against some profile.
My question is: I am currently thinking if I should implement a custom modification of PLSM or go into the effort of providing this to everybody. Its clear making a release will be more work. So I would like to know if anybody would be interested in this feature.
However, there is one limitiation I am not so fond of: its strictly using heighfields. The previous engine used a mixture of heightfield, but with added discontinuities. The procedure was approximately like this:
- a B-Spline curve is projected onto the terrain where a cliff should be
- the terrain is lowered on one side, raised on the other
- the curve is rasterized to a special texture (1bpp) with the same resolution as the heightfield. During geometry generation, this part is left away. So wherever there is a curve, no terrain is drawn.
- the gaps created this way are filled with procedurally generated geometry (basically an extrusion of the curve against some profile.
My question is: I am currently thinking if I should implement a custom modification of PLSM or go into the effort of providing this to everybody. Its clear making a release will be more work. So I would like to know if anybody would be interested in this feature.