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technical_faq [2023/07/08 22:06] Karsten75technical_faq [2025/02/14 14:57] (current) – external edit 127.0.0.1
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   :: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, and most efficient... by a healthy margin, in any game I have made. It may look like the 1980s, but it's code, algorithms, and engine are definitely 2020s.   :: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, and most efficient... by a healthy margin, in any game I have made. It may look like the 1980s, but it's code, algorithms, and engine are definitely 2020s.
  
-  ? What data structures and rendering methods are used for terrain rendering in CW4? ((https://discord.com/channels/192420539204239361/800056943116025888/1126149960795177010))   +  ? CW4: What data structures and rendering methods are used for terrain rendering? ((https://discord.com/channels/192420539204239361/800056943116025888/1126149960795177010))   
  
   : The terrain is held internally as a flattened 2D array (a single dimensional array treated as 2D data). Each position in the array represents a height, essentially creating a basic height map. The game dynamically generates a mesh for the terrain, where the points/vertices form a grid. Each set of 4 vertices is connected by a pair of triangles. The cutting direction of the triangles (top-left to bottom-right or bottom-left to top-right) is dynamically determined based on the shortest 3D distance. This is a common way to represent a 2D height map as a 3D mesh.   : The terrain is held internally as a flattened 2D array (a single dimensional array treated as 2D data). Each position in the array represents a height, essentially creating a basic height map. The game dynamically generates a mesh for the terrain, where the points/vertices form a grid. Each set of 4 vertices is connected by a pair of triangles. The cutting direction of the triangles (top-left to bottom-right or bottom-left to top-right) is dynamically determined based on the shortest 3D distance. This is a common way to represent a 2D height map as a 3D mesh.
technical_faq.1688854017.txt.gz · Last modified: 2025/02/14 14:56 (external edit)