Tech/LxEngine/Samples/Cube Terrain

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Notes

Terrain based on height maps. Procedurally generated. 64x64 cells of heights. Each height then has transition type to the adjacent cell: this can indicate extreme steepness, gradual blending, etc. The resulting mesh is at least 64 x 64 quads, but likely is more like 320x320 quads where each cell creates five quads to handle the transitions.

The terrain is multi-textured. Textures are determined by the exposure and water available at that point.

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