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vegetation #27

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dixx opened this issue May 18, 2014 · 5 comments
Open
2 of 3 tasks

vegetation #27

dixx opened this issue May 18, 2014 · 5 comments
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@dixx
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dixx commented May 18, 2014

  • How can terrain be marked for certain vegetation types?
  • How can vegetation be set to the world?
  • Collideable or not?
@dixx dixx added the clarify label May 18, 2014
@dixx dixx self-assigned this May 18, 2014
@dixx
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dixx commented Jun 1, 2014

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/

@dixx
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dixx commented Jun 1, 2014

Vegetation should be not collideable in general. Special veggies should have an additional collision model, and will be set manually.

@dixx
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dixx commented Jun 3, 2014

Vegetation, also with animation could be created like this: http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

@odon4t4
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odon4t4 commented Jun 4, 2014

That is a great approach to generate all the Vegetation stuff. But isn't such a functionality also part of irrlicht? (If not why?)

@dixx
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dixx commented Jun 4, 2014

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.

@dixx dixx removed their assignment Jun 4, 2014
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