Game Development Community

Bringing Terrain Tiling to its knees

by Robert Blanchet Jr. · in Torque Game Engine · 06/20/2002 (2:20 pm) · 4 replies

Hello everyone. I've just been fooling around with an experiment today.

As you can see, it would seem as if I've managed to stop terrain tiling. And btw - I stopped collissions as well.

Pics:
home.attbi.com/~xgalaxy/example1.jpghome.attbi.com/~xgalaxy/example2.jpghome.attbi.com/~xgalaxy/example3.jpg
There is one problem however. I'm not actually stopping the tiling. As you can see from this pic:
home.attbi.com/~xgalaxy/theproblem.jpg
I think what is happening here is the mission area is actually getting redrawn, but offset(which would be all the terrain on the right side of the picture stretching beyond the horizontal fault line).

Anyone know where the actual 'tiling' part of the terrain engine is located?

All I'm doing so far is stopping the rendering of, collision deteching of, and poly list of, all the terrain that is NOT the main terrain block.

Any help would be appreciated.

#1
06/20/2002 (2:25 pm)
BTW- What also seems odd is, on average, when just viewing terrain there was about a 5 to 20 increase in frames per second when viewing the same terrain as the original build. Which seems odd as well :/
#2
06/20/2002 (2:40 pm)
Are you familiar with Bryan Turner's Terrain Manager Class ? With it and the simple modification to the Terrain Manager I made, you can get exactly what you are looking for, plus the added advantage of being able to arbitrarily add additional terrain blocks...
#3
06/21/2002 (4:07 pm)
Correct me if I'm wrong, but the image associated with that thread implies that, if I use your method, the 'main terrain block' will be surrounded by water.

If this is the case, then I need a different method. I simply just want a void surrounding the main terrain block, and nothing more.
#4
06/23/2002 (10:41 pm)
Just don't include a water block - instant void ...