Skip to main content

Criterium: Terrain

Terrain is, of course, one of the most important aspects of any video game.  It is the player's sandbox, and it fills most of the player's field of view.  Therefore special attention should be given to terrain.

In Criterium, the terrain will model an outdoor environment.  I considered city environments, but decided that the detailed textures and models needed for city streets would be too much work for one person.  Therefore, Criterium's environment will be a natural one: plains, mountains, hills, etc.

The obvious answer for this type of environment is a terrain heightmap.  Heightmaps are relatively easy to use in Ogre thanks to the terrain and paging scene managers.  Heightmaps can be generated with a tool like Terragen or even GIMP (the cloud effect makes a good base for a random heightmap).

The terrain also has to include vegetation and roads.  I figure I might have to make some kind of tool for placing vegetation, or perhaps I could load trees by using a texture as a density distribution.  Tree models could be supplied by ngPlant.

Comments

Popular posts from this blog

Lua-Style Coroutines in C++

Lua's implementation of coroutines is one of my all-time favorite features of the language. This (short) paper explains the whole reasoning behind the Lua's coroutine implementation and also a little about the history of coroutines. Sadly, coroutines are not supported out-of-the box by many modern languages, C++ included. Which brings me to the subject of this post: Lua-style coroutines in C++! For those who don't know (or were too lazy to read the paper!), Lua's coroutines support three basic operations: Create: Create a new coroutine object Resume: Run a coroutine until it yields or returns Yield: Suspend execution and return to the caller To implement these three operations, I'll use a great header file: ucontext.h. #include <vector> #include <ucontext.h> class Coroutine { public: typedef void (*Function)(void); Coroutine(Function function); void resume(); static void yield(); private: ucontext_t context_; std

Warp

So, it turns out that I didn't use Criterium for the video game competition at Stanford.  I actually met a partner and went with another concept instead -- Warp.  It's kind of like Starfox and it's inspired by Rez, one of the first PS2 games.  Explosions and missiles fire in time with the music; we used ChucK , an audio processing language, to achieve this. We also made some destructible objects using rigid bodies, and I added some particle explosion effects.  We used Lua to for enemy AI, and wrote a small TCL-like script parser that reads in data for the level layout.  The buildings in the background are procedurally generated.  We used OGRE for the graphics (this was a loose requirement of the project) and Bullet for the physics.  I had a lot of fun with this project, and I've posted a video capture below.

Password Generator for Chrome

This week, I finally got fed up with typing in/managing passwords on a billion different sites. Since things like OpenID haven't really taken off, I decided to take matters into my own hands...and write a password generator extension for Google Chrome. There are actually a ton of such apps on the Chrome web store, but I'm paranoid about security, so I wrote my own and open-sourced it. By virtue of being open source, perhaps people will trust my version a bit more. Anyway, the extension is available here , and the source code is hosted at github . May all your online transactions be secure! UPDATE: Fixed github link.