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Mercator: a procedural terrain library ====================================== This is a development release. The API is currently not frozen. Stable releases of other packages should not be made against this software. Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge (http://www.worldforge.org) core libraries. It is intended to be used as a terrain library on both the client, and the server. Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees. The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied. Height generation ----------------- * uses deterministic random number generation and seeds to generate detailed terrain from sparse control points. * each tile is seeded using the four surrounding control points * shape of each tile is influenced by height, roughness and falloff parameters Height Modifications -------------------- * geometric modifications can be applied for small features * new types of modifications can be added quite easily Shading ------- * generate shading information based on height and gradient * new types of shaders can be added quite easily * used on the client side Atlas Integration ----------------- The aim is to pass all data between server and client using atlas. Cyphesis and Stage provide a parameter to the world entity that defines the global terrain (this is a bit of a hack). Shading and Modifiers are only implemented on the client right now. TODO: properly define atlas messages between client and server for * terrain base points * geometric modifiers * shading controls Collision --------- basic terrain intersection/collision functions are implemented for * bbox * point * ray Vegetation ---------- Basic support for generation of forests in much the same way as terrain. Forest shape (polygonal) is supported Tree location, orientation and height are generated from a random seed. Currently incomplete and has hardcoded parameters Current Limitations ------------------- * multiple resolutions in the one terrain are unsupported Implementations --------------- As of September 2003, Mercator is used in: Equator - allows editing of base points Apogee - implements shaders Stage Cyphesis Screenshots ----------- (bear in mind that some of these shots may have terrain with somewhat unrealistic parameters for more interesting demos) * Equator showing part of a terrain http://members.austarmetro.com.au/~mcginnes/snapshot8.png * Apogee showing shaders in action http://www.ecs.soton.ac.uk/~ajr/WF/apogee_terrain_shaders.png * Equator showing some modifiers applied http://members.austarmetro.com.au/~mcginnes/snapshot8.png http://members.austarmetro.com.au/~mcginnes/mercatorMesa.jpg
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