AC2 was RE: [MUD-Dev] Total Annilation of Downtime
Daniel.Harman at barclayscapital.com
Daniel.Harman at barclayscapital.com
Mon Dec 16 14:05:20 CET 2002
From: Marc Fielding [mailto:fielding at computer.org]
> [Brian Hook]
>> The fallback, of course, is to use a heightmap for large swaths
>> of generally unpopulated areas, but then switch to a pure mesh
>> based representation for small areas of detail. This also has
>> its own peculiar problems as well.
> I'm curious about the peculiarities you mention. Would one be the
> challenges in smoothly transitioning between heightmapped and mesh
> terrain?
Don't see why, as a heightmap is a mesh. Only problem is if you've
done some weird heightmap optimisation that doesn't work well with
your general occlusion stuff. Still, that just takes some
forethought...
I guess the real problem is more likely to be with mob pathing etc.
Dan
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list