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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