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3D Game Programming All in One By Kenneth C. Finney

3D Game Programming All in One

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3D Game Programming All in One. By Kenneth C. Finney. Chapter 12 Terrains. Terrains. For outdoor game environments Terrain is a topography model combined with ground cover textures. Terrains. Terrains Explained Tiles are the basic terrain unit - PowerPoint PPT Presentation

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Page 3: 3D Game Programming All in One

Terrains

• For outdoor game environments

• Terrain is a topography model combined with ground cover textures

Page 4: 3D Game Programming All in One

Terrains

Terrains Explained– Tiles are the basic terrain unit– Terrain tiles are a collection of

polygons, like any other 3D model

Page 5: 3D Game Programming All in One

Terrains

Terrains Explained– Fidelity : accuracy of terrain– Spread : uniqueness of terrain

areas, related to tile repetition– Freedom : ability of player

characters to move within the terrain

Page 6: 3D Game Programming All in One

Terrains

Terrains Explained

Terrain Data can be obtained from

U.S. Geological Survey

Formats: – Digital Elevation Model (DEM)– Digital Terrain Model (DTM)– Spatial Data Transfer Standard

(SDTS)

Page 7: 3D Game Programming All in One

Terrains

Terrain Modeling

• External modeling method: terrain as another object in the game world

• Internal method: game engine contains specialized terrain rendering code

Page 8: 3D Game Programming All in One

Terrains

Height Maps

• Grayscale images (8 bits per pixel) that represent terrain

• Similar to topographical maps

• Resolution is an issue (leads to either small tiles, or poor fidelity)

Page 9: 3D Game Programming All in One

Terrains

Terrain Cover

• Textures used to represent soil types, flora, debris, and litter– Grass, Flowers, Dirt, Pebbles– Rocks, Trash, Litter, Pavement– Concrete, Moss, Sand, Stone

Page 10: 3D Game Programming All in One

Terrains

Tiling

• Issues similar to those found in structure textures– seamless transitions– appropriate lighting

Page 11: 3D Game Programming All in One

Terrains

Lab 1: Terrain

• Use paint program to create height map from a contour map

• Mathematically determine required image sizes

• Use the Terraform Editor to add height map game world

Page 12: 3D Game Programming All in One

Terrains

Applying Terrain Cover

• Cover textures look best when created for tiling

• Use grid textures to assist with sizing and sight lines

• Paint terrain using the built-in Torque Terrain Texture Painter

Page 13: 3D Game Programming All in One

Terrains

Lab 2: Terrain Cover

• Use images to create terrain cover

• Use the Terrain Texture Painter to apply terrain cover

• Add terrain cover (materials) to available selection

• Use guide images to apply cover

Page 14: 3D Game Programming All in One

Summary

• Terrain = topography + cover

• Terrain characteristics: fidelity, spread, freedom

• Source data: USGS (real world), maps, onsite measurement

• Height-maps are like topographical maps

• Adjust height-maps to match game world size