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3D Game Programming All in One

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

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3D Game Programming All in One

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  1. 3D Game Programming All in One • By Kenneth C. Finney

  2. Chapter 12Terrains

  3. Terrains • For outdoor game environments • Terrain is a topography model combined with ground cover textures

  4. Terrains • Terrains Explained • Tiles are the basic terrain unit • Terrain tiles are a collection of polygons, like any other 3D model

  5. 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

  6. 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)

  7. Terrains • Terrain Modeling • External modeling method: terrain as another object in the game world • Internal method: game engine contains specialized terrain rendering code

  8. 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)

  9. 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

  10. Terrains • Tiling • Issues similar to those found in structure textures • seamless transitions • appropriate lighting

  11. 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

  12. 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

  13. 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

  14. 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

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