This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
technical_faq [2023/07/08 22:06] – Karsten75 | technical_faq [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 12: | Line 12: | ||
:: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, | :: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, | ||
- | ? What data structures and rendering methods are used for terrain rendering | + | ? CW4: What data structures and rendering methods are used for terrain rendering? ((https:// |
: 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/ | : 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/ |