I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
I'm trying to figure out the best way to programmatically represent terrain in my game. I've been considering using a heightmap (or grid of evenly spaced vertices) to represent the surface of the ...
According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...
I am working on a client-server architecture game, its a 2D top view adventure. My main focus for the map system right now is to have editable terrain, that will actually change in realtime to other ...