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Re: [MUD-Dev] 3D engines for MUDs
Doesn't really answer the current topic of exceptions on height terrain
maps but take a look at Command & Conquer 2: Tiberian Sun. It uses voxels
for everything including the units themselves allowing irregularly shaped
thingibobs (technical term).
What I think happens from what I've read is the map is stored as a height
field (maybe with litho hardness values for blasting away chunks of the
terrain) and rendered by the computer during play as voxels are fairly
cheap (my Amiga can do it, though most graphics cards don't support
voxels, I suppose that'll change now). Units are a mixture of pre-rendered
for the most part but exceptions are rendered real time.
What especially impress is the use of lights in the game. Little red
alert lights come on and I think the aurora used to light chunks of the
map green. It's called 'phong shaded something voxels' by the Westwood
guys. I'll attempt to dig up a little more info if anyone is interested.
| Ling Lo of Remora (Top Banana)
_O_O_ Elec Eng Dept, Loughborough University, UK. kllo#iee,org
- Thread context:
- Re: [MUD-Dev] Parlez vous NPC?, (continued)
- Re: [MUD-Dev] 3D engines for MUDs,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 21 Mar 1998, 02:29 GMT
- Re: [MUD-Dev] (fwd) Functional Security,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 20 Mar 1998, 16:47 GMT
- Re: [MUD-Dev] (fwd) Functional Security,
Felix A. Croes felix#xs1,simplex.nl, Fri 20 Mar 1998, 16:40 GMT
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