Dynamic terrain
Posted: Sun May 07, 2023 7:23 am
Hi
I am interested in making
an fps (in terms of the games perspective, there may be no actual shooting involved)
in this hypothetical fps the ground that the player traverses is of variable
height and somewhat dynamic.
It seems easy enough to create, a doom style game in Z game editor,
where all the floors are flat, but I am wondering how is it possible to
have some more dynamic terrain underfoot?
I have seen some Z game examples, that demonstrated that
this is possible to do, so I am curious to find out how.
So lets say for example that we created
a hilly landscape in blender and then imported it into
z game editor. Now how would we then go about calculating some sort of hit detection based
on angle of vertices?
or would it make more sense to apply a material texture, that
somehow holds data for a height map.
I currently don't understand how to implement either of these ideas,
but I would be very interested in any talk or suggestions
or example code that would lead me towards finding a way to
generate some dynamic terrain for a game.
Im excited about making games with, a naturalistic environment,
and in nature there are rarely (if ever) any uniformly flat surfaces.
So figuring this out is key to making the sorts of games that I would enjoy playing, and therefor making.
Thoughts?
I am interested in making
an fps (in terms of the games perspective, there may be no actual shooting involved)
in this hypothetical fps the ground that the player traverses is of variable
height and somewhat dynamic.
It seems easy enough to create, a doom style game in Z game editor,
where all the floors are flat, but I am wondering how is it possible to
have some more dynamic terrain underfoot?
I have seen some Z game examples, that demonstrated that
this is possible to do, so I am curious to find out how.
So lets say for example that we created
a hilly landscape in blender and then imported it into
z game editor. Now how would we then go about calculating some sort of hit detection based
on angle of vertices?
or would it make more sense to apply a material texture, that
somehow holds data for a height map.
I currently don't understand how to implement either of these ideas,
but I would be very interested in any talk or suggestions
or example code that would lead me towards finding a way to
generate some dynamic terrain for a game.
Im excited about making games with, a naturalistic environment,
and in nature there are rarely (if ever) any uniformly flat surfaces.
So figuring this out is key to making the sorts of games that I would enjoy playing, and therefor making.
Thoughts?