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The method I use is called barycentric interpolation. I would write a guide how to do it, but I don't think I could possibly sum it up better than this tutorial.


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The main point is obviously to "somehow" include visibility data. You can cast rays from the unit through the terrain at runtime (as noted in Babis's answer), but this is likely to be very expensive, at least if your terrain is fully 3D. If your representation of terrain is tile-based (or if it is sufficiently regular so that it makes sense to project a ...


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The shape is irregular because of the obstacles. If you shoot a ray in every direction (360 cicle around unit), you determine if you hit an obstacle, and if yes, at what distance. If the ray does not encounter any obstacles before reaching the line of sight distance, then it stops, otherwise it stops at the point of encounter. This is by no means efficient ...


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All you need to do is first create a mesh and then distort it. Create a mesh that's just a strip of triangles. Texture the mesh using your terrain texture. Deform each vertex of the mesh by using perlin noise. What I mean exactly is this: // Deform a 3D vertex by noise vertex.position.y += Perlin(vertex.position.x, vertex.position.y, vertex.position.z); ...


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The loss of precision happens due to the rotation in your combined view-model or projection-view-model` matrix. You will need to use a vertex shader (if not already using one) and apply the model matrix (or a plain translation in your case since those are axis-aligned chunks) before applying the view-projection separately: uniform vec2 chunk_offset; ... ...


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I read a really great article about SOTC and how the made it. I found a copy of it here. To summarize, they use a 'deformable' mesh, where by parts of a triangle mesh are weighted to bones, using the same technique as rigged characters. The edges/lips that can be grabbed are specially tagged. I suspect that they keep the previous and new position of each ...



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