What terrain generation algorithm is the best ?

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What is your preferred terrain generation algorithm ?

ROAM - ROAM Diamond
0
No votes
Quad Tree
1
20%
SOAR
0
No votes
RUSTIC
0
No votes
Chunk LOD
0
No votes
Geomipmapping
3
60%
Geomerty Clipmap
1
20%
 
Total votes : 5

What terrain generation algorithm is the best ?

Postby Silmaryls on Thu Mar 22, 2007 11:58 am

I am preparing a terrain generation class for next release.

I won't be able to make a lot of implementations as they take time.

So it would be helpful if you can tell me which one you are interested in.
I must tell that I already have my preferred one so we can discuss it here.
It's geomipmapping.
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Postby AFW2006 on Mon Mar 26, 2007 8:34 am

I voted for geomipmapping algo .if you were going to implement 2 algos i would have choosed geomclipmaps,too . :wink:

well for people who dont know what to choose,i hope this help you make your choice : http://www.cosc.canterbury.ac.nz/research/reports/HonsReps/2005/hons_0502.pdf
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Re: What terrain generation algorithm is the best ?

Postby ibrahimersoy on Tue Jan 29, 2008 6:40 am

hi im new here :D i have used Clipmaps and it was really cool.

By the way,is there any cutscene support in Brume?
can u give me an example if theres any?

thank u
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Re: What terrain generation algorithm is the best ?

Postby Silmaryls on Sat Feb 02, 2008 9:08 pm

Hi ibrahimersoy,

Well, there is no built-in cutscene support in Brume. But you can still use the objects hierarchy to achieve that.
Just use a root node for your menu, cut scene or in game levels and switch them when needed.

Silmaryls
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