Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Joel R.
Yes, you'd have to use a physics system like bullet physics or similar. HL2 uses both Havok and their BSP collision system. This loads the level into memory 2 times and has 2 side by side frames doing collision checks. If you attach your own physics system (which is easy) to the world and any col

Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Ryan Sheffer
Am I right to believe that even if you used the mesh builder to make a terrain, it would never be considered in collision detection? On Wed, Jul 29, 2009 at 1:43 PM, Jed wrote: > Waldo (ex Valve/DoD Team) wrote something like this for another engine > not so long ago. Did a nice job of auto text

Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Jed
Waldo (ex Valve/DoD Team) wrote something like this for another engine not so long ago. Did a nice job of auto texturing terrain with grass/scree/rock based on the steepness of the slop. Another nice trick is to apply snow over time based on the normal angle of the face relative to the vertical (sk

Re: [hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Saul Rennison
All displacement handling is done in the engine. By simply having the mod code, you would be FORCED to use an entity and use the mesh builder to manually build the terrain menu. Make your own Hammer and customize VBSP to add custom terrain data into an unused BSP lump. Thanks, - Saul. 2009/7/29

[hlcoders] Terrain LOD: Runtime Regular-Grid Algorithms

2009-07-29 Thread Adam Donovan
Given the code base we have in the SDK and considering there is someone to actually spend the time programming it, would it be possible to create a terrain system that would outperform the current displacement system? Perhaps it might be possible to use the current blend texture technique but ad a