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Newcomers DBPro Corner / dbo as terrain help

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Message
smerf
19
Years of Service
User Offline
Joined: 24th Feb 2005
Location: nm usa
Posted: 4th Dec 2012 06:37
Using dbpro

Hi i've been trying to figure out how to make a decent terrain for some time now. I finally got a decent looking multi textured terrain out of t.e.d. it is in a .dbo format. The only problem im having at the moment is i have no way of getting the height of the terrain.
Ive been trying to find a method like converting it into a mesh but that just results in a memory crash. Also thought of using a matrix
but im not sure how to do a multi textured terrain from a matrix or if u can any and or all suggestion welcome. not sure what the preferred terrain is usually made from.

A child's dream never dies.
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 4th Dec 2012 11:59
Ray Casting...

Try Sparkys if you do not have DarkPhysics [PHYSX] or another...

smerf
19
Years of Service
User Offline
Joined: 24th Feb 2005
Location: nm usa
Posted: 4th Dec 2012 21:53
checking out sparkys atm seems like it will do the job just fine. Seems to work nicely with the dbo object thank you

A child's dream never dies.
Chris Tate
DBPro Master
15
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 8th Dec 2012 15:57 Edited at: 8th Dec 2012 15:58
You could move with the times and make use of the money you've spent by letting the graphics card take over collisions by using NVidea's PhysX driver; which can be used with Dark Dynamix or Dark Physics.

There is a free version of Dark Dynamix available. Sparky's collision involves more work from you and your CPU.

There's is no sound reason to be using Sparky's collision, let alone explaining to your system how to handle character collision when it already knows; unless you are targeting out dated hardware.

As the wikipedia states:
Quote: "Middleware physics engines allow game developers to avoid writing their own code to handle the complex physics interactions possible in modern games. PhysX is one of the handful of physics engines used in all of today's games."


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