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Timeline for How to create a walkable 3D terrain

Current License: CC BY-SA 3.0

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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