Description The screenshot shows a brute-force terrain engine, billboard trees, a skybox, and a particle effects engine. These combined create a very nice looking outdoor scene that runs fairly well on lower-end machines. In this particular scene there are over 150 trees being rendered (Not all in this screenshot though) with the ability to use the same texture (As in this picture or each have different textures.
I worked on this for a month on or off about 3 months ago. I haven't had much time to program with school and job hunting (The online store hasn't cut it). The hardest part was understanding the billboard tree math, because I've only just started to get into the more advanced concepts of Algebra.
The program was created with DirectX 9.0 and C++. In this screenshot, the terrain was created by importing a .raw gray-scale height map and rendered using brute force. Currently, the terrain is being updated to use a quad-based system to offer larger maps and more diverse environments. The snow in the scene were created by filling vertex and index buffers, and rendering them. To increase the speed of the scene the snow is only rendered within a certain distance from the character. I've been working on the indoor engine part, I'm working on VCP mirrors right now, but plan to go back and revisit this part as soon as possible. Immediate plans include the quad-system, water complete with Fresnel Reflection and refraction, and snow decals for the trees.
To follow the progress of my game engine, read my .plan files to read some informative articles I've written, or see more screenshots check out:
Have you looked into using terrian splatting for optimization?
Sorry for the late replies, I've been loaded with homework and tests. Thank you both very much for your replies; it's great to get positive feedback.
John, when you say texture splatting are you referring to multi-texturing where you mix two or more textures to give it extra detail?