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Fast Real-Time 2.5D Terrain Render 
Projects

1. Idea and objectives
2. First release 09/11/2002
2.1. First release results
3. Second release 30/11/2002
3.1. Second release results
4. Third release 12/12/2002
3.1. Third release results
 
Search for a good algorithm
Author Manuel Lucas Viñas Livschitz  Last update 2002-12-12  English
   

Version 3.0 (beta)
Search for an algorithm that allows a changing 2.5D surface to be rendered in real time in most fastest way, with polygon count reduction only.
To archive this, the input data is bidimensional matrix with height values and no additional data.

 
   
 

2. First release 09/11/2002 >>

1. Idea and objectives

In the last years strategy games have evolutioned from flat 2D engines to isometric 2D engines (Starcraft and Warcraft from Blizzard are a good examples). But now this is obsolete due intrinsic limitations in 2D sprite world. For example, if we need to see from a unit we can't do it. Even more, nowadays videocards are not equal as ten years old, they're very powerful, cheap(for a normal user) and 3D oriented. Then 2D sprite world reign is over.

The 3D solution looks nice and easy, in a first look seams that you only need to translate 2D artwork to 3D artwork and a few changes more. But the problems starts at developing level. The most important are: Units now walk over a infinite world not a flat squared world; and 3D worlds may change as a unit-enviroment interaction (like a bomb) or like a world to world interaction [like a volcano(Sacrifice, Populous III)].

But there is another problem very very dangerous and not easy to solve: The 3D powerful is limited. If the complexity of a world is very high you can't see it in a reasonable time and even more: How many "complexity" would bear it?

Well complexity is anything related with polygon count, texture complexity ans screen size, but It may vary, so we need to make a variable system depending on the situation (in real time) or user-assisted to limit this three facts. But strategy games use to render height fields with units on.

Height fields are a unique 3D object and if you will to see a good result It needs to have about 33K polygons. 33K poligons + number of units * polygons per unit is a big deal of polygons, then we need to reduce polygons in any way. Reduce polygons in units making level of detal dependant models for each one is a problem for the artist. But the height field is a LOD variant over its surface, a model that needs to be reduced at render-time. The reduction works reducing more small polygons at far distance and keeping near polygons as they were defined.

Obtain a static model that works over precalculated data is something that was discovered for some years, but work over unit modificable enviroments is something very hard to do. This is my objective.

I'll use C# in combination with CSOpenGL and C/C++.

For legal requirements some details will ever been explained.

2. First release 09/11/2002 >>

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