Sphere based terrain
by Nicki Vankoughnett · in Torque Game Engine · 08/18/2006 (7:55 am) · 25 replies
I have had it in my head for a while that I want to try to modify the game so that it can handle levels which are basically large spheres. Obviously, this is going to be a non trivial undertaking.
My initial goal is to get the game to procedureally generate a large sphere and to adapt the game engine so that it can be used correctly (such as making sure gravity accellerates to the center of the sphere instead of downward. This will in turn require that I find a way generate a terrain file with a sphere world that the game can render.
The problem thus far is that there is a great deal of code for the terrain editor, but I have yet to see anything that even slightly resembles a vertex list for the terrain.
For the moment that I really dont care much about being able to edit the sphere in the editor. I just want to be able to generate a .ter file. Where do I need to be looking to get an idea of how terrain geometry is stored / compiled?
(Last note: I am just using the Torque Game Engine, not the Shader engine. I have seen some posts refering to an 'atlas' editor / format that I suspect is for the shader engine.)
END COMMUNICATION
My initial goal is to get the game to procedureally generate a large sphere and to adapt the game engine so that it can be used correctly (such as making sure gravity accellerates to the center of the sphere instead of downward. This will in turn require that I find a way generate a terrain file with a sphere world that the game can render.
The problem thus far is that there is a great deal of code for the terrain editor, but I have yet to see anything that even slightly resembles a vertex list for the terrain.
For the moment that I really dont care much about being able to edit the sphere in the editor. I just want to be able to generate a .ter file. Where do I need to be looking to get an idea of how terrain geometry is stored / compiled?
(Last note: I am just using the Torque Game Engine, not the Shader engine. I have seen some posts refering to an 'atlas' editor / format that I suspect is for the shader engine.)
END COMMUNICATION
About the author
#22
My current project
All of the terrains are TSE atlas terrains.
If you have firefox you may need to use this link to see the videos.
08/23/2007 (6:51 am)
Not to toot my own horn.......but.My current project
All of the terrains are TSE atlas terrains.
If you have firefox you may need to use this link to see the videos.
#23
Are you planning on sharing?
I dont care about the gravity and that... I just wanna know how you make it round. eg... Are complex massive bodies possible? Like a massive Asteroid with holes and tunnel systems? I would even use it for massive Asteroids (And I really mean HUUUGE). That will mean better collisions.
So you willing to share that with the community?
08/23/2007 (9:24 am)
I was looking at it........ but.Are you planning on sharing?
I dont care about the gravity and that... I just wanna know how you make it round. eg... Are complex massive bodies possible? Like a massive Asteroid with holes and tunnel systems? I would even use it for massive Asteroids (And I really mean HUUUGE). That will mean better collisions.
So you willing to share that with the community?
#24
In the videos I have shown so far the one with the asteroid was 1.8 Kilometers in diameter.
The green planet in most of the others is 2 Kilometers.
There is really no limit to size.
I will be releasing a video soon with a 10 Kilometer asteroid.
08/23/2007 (11:00 am)
@James . HUUUGE is possible.In the videos I have shown so far the one with the asteroid was 1.8 Kilometers in diameter.
The green planet in most of the others is 2 Kilometers.
There is really no limit to size.
I will be releasing a video soon with a 10 Kilometer asteroid.
#25
Are you planning on showing us how you've created it? A little resource maybe...
I'm really interested in the HOW.
08/24/2007 (7:01 am)
I gathered Massive is huge, since it's atlas.Are you planning on showing us how you've created it? A little resource maybe...
I'm really interested in the HOW.
Torque Owner Mark Cooper
yeah, infinity (i mentioned them earlier) is working on progressive foliage generation too i think
seems a good idea to liven up an otherwise baron terrain