

#TERRAGEN REALTIME FOR GAMES FREE#
and the free Terragen works magic at generating photorealistic terrains without bothering with vertices etc. try gamestudio7 and fps creator, i use them and the final output is better than the original doom.įor rank beginners who just want to create a 2D sidescrolling game, platform studio works.
#TERRAGEN REALTIME FOR GAMES SOFTWARE#
and the new generation of modelling software are far easier to use than previous ones. animations and basic AI come in scripts that you can simply aply as attribute to your prefab, stock rigs are everywhere even milkshape comes with some, materials and textures that are already built litter the net. there are engines that come with prefabs that basically are point and click and the quality is astounding. I think it's better to handle terrain as heightfield(with lods,etc) and do overhangs/caves separately.Actually you can. Main problem with OP idea,that it's not better than terrain done as normal 3D object,except that it bit simpler to store,what is really a Good ThingTM.

Of course,for games it's not an issue,all games use very low resolution of maps. It's possible to have really _big_ overhangs but there are problems with reliability. If it's procedural thing with resolution that are too high to fit in ram,seems that heightfield and relatively small overhangs(relatively small mean overhang with base are waay outside of viewport can't show up,and so-on) it's one way we have. Problems with intersection test makes it harder to raytrace,as hard as any object.So there are no need to implement that idea for terrain,normal gereral-purprose raytracer with normal objects will do. If you use an octree you can cache the information about which node the object in making collision detection almost as fast as the heightmaps (although nowhere near as trivial).įor me,intersection are needed mostly for raytracing :-) Fortunately collision detection lends itself to representation with hierarchial data structures and is therefore not too much of a problem. While that's true, I don't think it's a big deal at all. Why dedicated terrain renderers are better for terrains than general purprose renderers:Terragen TGD and MojoWorld can have terrains with size of entire planets,and millimeter-scale resolution.Īctually we need to handle terrain specially because there are no other ~ 107 meters big object,that we are ~ 2 meters close to :).No game handles entire planet,of course, but terrain are always the most-closeup object in scene,and it's reasonable to handle it specially.Īnd it takes much more power to find intersections with it than with heightfield,in fact,it's not much better than non-regular mesh.

'em can handle any overhangs and caves, but using renderer that are normally used to render trees,monkeys,etc. Also them have general-purprose renderer built-in. )Īnd them use height-maps for terrain,and displacement map atop of it. I meant good terrain renderers(Terragen TGD,MojoWorld,Bryce,and so-on (search for 'em and look at overhangs)) are procedural,have procedural texturing,procedural detail maps,etc.(just because hi-res map don't fit into ram.

So tech we are discussing aren't used too - normal 3d object will do much better. This is fairly easy because if you need overhangs heightmaps are almost never used anymore. You can achieve an unlimited number of overhangs with modern non-realtime renderers. Best non-realtime photo-realistic renderers can have relatively small overhangs
