Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime
Brian Hook
brianhook at pyrogon.com
Mon Dec 16 15:42:28 CET 2002
[Marc Fielding]
> Have any recent games taken this approach? I'd be curious to see
> how noticeable the disjunction is.
Sure, AC2. If you look at the regions with "stuff", you see a flat
heightmap and a bunch of objects on it. Towns, the tree cities,
etc. It looks like a heightfield with stuff thrown on top. You go
inside a city, and the walls (hopefully) help with occlusion, and
now it feels less "heightfieldy", but it's still not quite the same
feeling as if it were a fully general mesh.
Of course, they also have the completely separate dungeons that are
done without a heightfield, but the transition is obviously fairly
monumental (i.e. requiring a "zoning" duration).
-Hook
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