Terrain and Wheatfield in 3d Gamestudio

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This is an early test level I made to play around with new scripting systems. I wanted to implement these functions/effects for future games I plan to make. 1. Terrain Grid This is a system that arranges 6 seperate terrain models and "stitches" them together, so I would be able to have large terrains, and have the chunks farthest from the camera switch to a lower resolution LOD model. I would be able to assign different shaders for different "tiles". Trees and grass are created and destroyed on the fly based on camera distance. 2. Simple "Volumetric" clouds There is nothing volumetric about these clouds, other than them being billboard sprites bunched together. A single cloud entity spawns childeren sprites around itself randomly. I was pleased with the affect, and much of it is based on having a good cloud sprite (made in photoshop) 3. Wheatfield I absolutly love huge endless wheatfields so I tried to make an LOD system that would be able to handle large amounts of sprites. If the camera is farthest way from the wheat field patch, a huge LOD model appeared while the wheat sprites disappeared. When the camera came close, the sprites appeared. I tried to make the transition somewhat smooth and unnoticable.

Category: Film
Uploaded: March 3rd, 2008 @ 10:48 pm
Author: IknowWhatImherefor

Length: 01:04
Rating: Whole StarWhole StarWhole StarWhole StarWhole Star
Views: 3,461

Tags: clouds gamestudio grass simlation terrain videogame wheat

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