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.


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

Criterium: Road Screenshots

I finally got around to making the road tool for Criterium.  The tool has two parts: a Java application that lets you paint roads on the 2D heightmap texture, and a Ogre-based tool that automatically converts a 2D path into a 3D mesh.  The Ogre-tool queries the heightmap to get the height of the road, and performs smoothing so there are no discontinuous road segments.  I've posted a screenshot below.  Also, I've got my GIMP terrain shown in the screenshot.  I generated it using random noise and the GIMP lightmap filter.

Jet: Particle Systems

Here's a demo of the new particle systems I've implemented in OpenGL.  Performance is much improved over the DirectX version.  Particles are initialized in C++ rather than in Lua.  Also, I use two particle buffers and swap between them, rather than using one buffer per particle system.  Anyway, here's a video capture: