-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
vegetation #27
Comments
A cool thing to use together with a seeded randomizer would be: http://devmag.org.za/2009/05/03/poisson-disk-sampling and maybe http://devmag.org.za/2009/04/25/perlin-noise/ |
Vegetation should be not collideable in general. Special veggies should have an additional collision model, and will be set manually. |
Vegetation, also with animation could be created like this: http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html |
That is a great approach to generate all the Vegetation stuff. But isn't such a functionality also part of irrlicht? (If not why?) |
It is not part of Irrlicht because there are a dozend approaches how to generate grass and veggies. And Irrlicht is a 3d engine, not an RPG maker :) There is no right or wrong. In our case, we should use the approach pointed out by NVidia, but customize the model and the movement algorithm, to save FPS. We do not need ultra-HD grass, as we do not create a shooter. |
The text was updated successfully, but these errors were encountered: