Tiling Terrain Blocks
by Johnny Hill · in Torque Game Engine · 03/21/2004 (8:23 pm) · 6 replies
I found a great tutorial on terrain tiling to help me visualize a little better about the way torque tiles a single terrain block.
The tiled blocks are what I would like to get control of without harming the root block.
John H.
yeah I figure nothing wrong with keeping at it :))
So back to eye bugging the terrain stuff.
The tiled blocks are what I would like to get control of without harming the root block.
John H.
yeah I figure nothing wrong with keeping at it :))
So back to eye bugging the terrain stuff.
About the author
#3
One thing I notice now it mirrors stuff as well :)
I made a mesa at one corner of the map and follow the border around and at each corner I found a copy of the mesa.
The strange thing is one was mirror on the inside of the boundary and the other 3 were outside of it. mmmh I made the original outside. :)
@Ben
heh give me some time man I have only now really thrown myself at this stuff because I have to get pass if you break it won't run syndrome.
@Thiago
Yeah I didnt have time to post where I found it but it has some great informative info.
03/22/2004 (12:21 am)
I loaded up to the demo to play around with the terrain editorOne thing I notice now it mirrors stuff as well :)
I made a mesa at one corner of the map and follow the border around and at each corner I found a copy of the mesa.
The strange thing is one was mirror on the inside of the boundary and the other 3 were outside of it. mmmh I made the original outside. :)
@Ben
heh give me some time man I have only now really thrown myself at this stuff because I have to get pass if you break it won't run syndrome.
@Thiago
Yeah I didnt have time to post where I found it but it has some great informative info.
#4
03/22/2004 (12:35 am)
The terrain wraps.
#5

Terrain Wrapping
03/22/2004 (5:09 pm)
Ok did some info hunting and found a OpenGL tut on terrain wrapping.Quote:
The formulas presented implicitly imply that the terrain wraps, i.e. that F = H (otherwise there would be no wrapping). So if you want to consider wrapping, you don't actually compute the last row and column of the grid, just take the values from the first row and column respectively.
Terrain wrapping is not a common feature since it provides noticeable repetition, and thats the last thing you want. Nevertheless it you're using this algorithm just as a step towards the final terrain, i.e. to provide just a little bit of irregularity to your otherwise ready terrain, then wrapping is a good option.
In my humble oppinion, if wrapping is not going to be used in practice, then there is no advantage in having such a feature. In fact a terrain that wraps must share topological features between opposite borders. For instance if there is an elevation on the right side, then there must be a similar elevation in the left side as well to allow wrapping.
If wrapping is not going to be used then this is an undesired feature. In this case I suggest that you don't wrap the terrain. For instance to compute F use.....
F = (A + C + E)/3 + ...
instead of
F = (A + C + E + E)/4 + ...

Terrain Wrapping
#6
John V's terrain code is great. So I am going to look and study it to see if I can control the number of blocks I want visible.
Options Like:
Repeat Block
Block 2 x 2
Block 4 X 4
The same root block just render only the number of Blocks I need for my level I think this is very doable.
John H.
05/20/2004 (4:58 pm)
UPDATE:John V's terrain code is great. So I am going to look and study it to see if I can control the number of blocks I want visible.
Options Like:
Repeat Block
Block 2 x 2
Block 4 X 4
The same root block just render only the number of Blocks I need for my level I think this is very doable.
John H.
Associate Ben Garney