Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime
Zach Collins {Siege}
zcollins at seidata.com
Wed Dec 18 12:42:18 CET 2002
On Mon, 16 Dec 2002, Marc Fielding wrote:
> [Brian Hook]
>> Even a pseudo-compromise solution where you have a heightfield
>> with 3D objects placed on it to give a feel of "real 3D" doesn't
>> feel right. It looks like, well, a heightfield with a bunch of
>> 3D objects shoved into it.
> Have any recent games taken this approach? I'd be curious to see
> how noticeable the disjunction is.
How about Tribes? I believe that the buildings are just rectangular
blocks prefabbed together and sunk to an appropriate depth in the
heightmapped playing field. Makes for horrible framerates in
object-heavy zones, I've noticed, but as long as a building looks
like it's sitting firmly on/in the ground, there isn't much of a
visual disjunction.
--
Zach Collins
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