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February 2000: [Freeciv-Dev] Terrain |
[Freeciv-Dev] Terrain[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Oh, btw, I sent the last message a bit prematurely. I was using netscape mail, and it was eating up my swap space to dangerous levels :) There were a few other things I wanted to address. First, engineer transforms are covered. Mountains have the most dramatic landscape, and thus are the most dependant on a good implementation of fractal terrain generation. Hills are merely mountains that have been averaged down. Transform again, you get (plains?), which is it flattened further. Transform again, you get grasslands (which are just greener). Transform again, well, I'd have to redo a small section of terrain there, but its not too big of a deal. Land changes would be able to be stored in a consecutive list, or, as you may prefer, once it generates the terrain, it looks at the regular tile map it was sent and checks what differs from the current landscape and does the consecutive transformations to get it that way (although I'd prefer not do it this way, as it could make slight appearance changes and would be a lot more work). As to placing a city on a realistic terrain, have any of you played the game Magic Carpet? It had a highly irregular landscape, and yet you could place a castle anywhere on it. It did this by flattening out just the area it needed. This creates a nice "fortified" look to it if the terrain is very irregular, as it has a steep upward slope on one side and a cliff on the other. Thanks for the optimization tips, all of you :) Hopefully I'll have time to implement them by the end of the weekend (still have to get it to break into continents like I'm trying to, its being a bit stubborn about that ; ) ) (I'll optimize the object loader from the wxwindows sample as well, it uses triangles, quads, and polygons). Also, as to making polygon resolution an option, it already is, and I don't plan to outdate that feature. Now, someone mentioned that 2-4 triangles per square should be enough. But, unfortunatly, it doesn't work. You can't make a mountain at all with just 2 polygons, and all you can make with 4 is a low quality pyramid (why bother with fractal terrain then?). Again, its a realism thing. As to that realism, I am attaching a screenshot or 2. Remember, right now I'm just trying to get it to generate correctly, and so I'm using a rather dramatic landscape :) It looks a lot like venezuela for any of you who have seen pictures of it. Remeber that in the actual game, these would be the sharpest landscapes by far, most would be much, much flatter. Also, I plan to differentiate it a bit more, I.e. making a more apparent distinction between mountains and jungle, as are in this scene. Anyways, without further ado, here they are :) (they're a bit dark for now, you may want to turn up the brightness/contrast for the full effect). - Rob
snapshot01.gif
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