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Socoder -> Off Topic -> 3D Landscapes

Sun, 04 Dec 2011, 13:06
Afr0

Sun, 04 Dec 2011, 13:06
melmantheman
very nice!
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what language is it?

Sun, 04 Dec 2011, 13:16
Afr0
C#, XNA.
I overshot the original target by miles and miles, as the original uses DX7. I'm using VertexShader 2.0.
I might try to do a more manual implementation without shaders later on, but first I'm going to do more basic stuff like rotating the camera. Then I need to sort out picking and figure out how the zooming was done etc.

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 04 Dec 2011, 13:35
Mog
Looks good Afro, seems we both have been working on the same thing in the past few days




-=-=-
I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene
Sun, 04 Dec 2011, 20:00
Afr0
Wow... I wish my math-skills were better. >_<
And wtf, you're rendering 30 terrains at once?!

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 04 Dec 2011, 20:37
Mog
It's not exactly 30 being rendered, rather 30 within the preload buffer - If you look closely in the picture, you can see a patchwork effect (Thanks, crappy detail texture!), since the terrains are made off of a series of meshes. There's only really around 9-16 "Active" terrains, while there's a constantly generating buffer of 64 in each direction, for speed.

-=-=-
I am Busy Mongoose - My Website

Dev PC: AMD 8150-FX, 16gb Ram, GeForce GTX 680 2gb

Current Project: Pyroxene