Timeline for How to create a walkable 3D terrain
Current License: CC BY-SA 3.0
3 events
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Jan 23, 2013 at 18:17 | vote | accept | Subtle Development Space | ||
Jan 22, 2013 at 14:13 | comment | added | Philipp | That's also what I would recommend: Create a heightmap for the ground and then use separate 3d models for more complex objects like trees or buildings. When actors are supposed to walk on top of them, they could have a simplified invisible shape which modifies the heightmap for game logic purposes but not for rendering (in most cases a simple box will do - such a box around an object is called a "bounding box" and can also be used for collision detection). | |
Jan 20, 2013 at 23:07 | history | answered | Ivan Kuckir | CC BY-SA 3.0 |