New answers tagged

0

Treat all the chunks around player, as offsets (shown in one axis but applies for both): -3 -2 -1 0 +1 +2 +3 <- 7 offsets for 1 axis; for x * y that would be 49 offsets. 0, 0 is the offset where the player is - the origin of "player space". 3, -2 might be roughly to the northeast or whatever, depending on your coordinate system setup, and so forth. Now ...


0

They're usually just big planes cknsisting of smaller planes, and each vertex has a separate heoght attached to them. For heights, people usually use heighmaps or pseudo random noise generation using Perlin or Simplex noise. Some other games only use a small amount of pre-generated terrain, then scale it up to the size of the whole terrain, and lastly put ...


-1

How about drawing a quad strip for each row in your grid of quads? I guess it depends on how you're representing your data. One way could be to have a 2D array of 3D coordinates for the grid's vertices. To start, the Y component can be zero and then you can assign random Y values while maintaining the X and Z values intact. Then you would draw a ...



Top 50 recent answers are included