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realistic opengl terrain engine with source ???

category: general [glöplog]
 
can someone recommend a Windows super realistic opengl terrain engine with source in the C language ?

Thanks

Vend
added on the 2005-02-07 07:06:21 by vendetta vendetta
in the good ol' times people wrote their own....
added on the 2005-02-07 10:40:14 by styx^hcr styx^hcr
... using TEC's code for blitter line-drawing
added on the 2005-02-07 10:45:45 by Hyde Hyde
Bestest terrain engines here and there !!!!111

Ask the authors to release the code at last!
added on the 2005-02-07 13:07:42 by keops keops
come on, write you'r own one
btw, http://www.spinningkids.org/pan/
added on the 2005-02-07 13:13:52 by rmeht rmeht
rmeht: a perlin noise heightmap is a bit far from "super realistic openGL terrain", but it's probably ok after a lot of salmiakki.

Vendetta, please try to code a good one yourself, it's just a matter of good heightfields and textures, no rocketscience involved.
added on the 2005-02-07 14:18:22 by dixan dixan
"Super realistic" is not library's property, it's usually something made by your artists. Have them author great heightmaps/meshes and get some great textures. Then, well, just render the whole thing in OpenGL. If you won't do anything stupid, maybe you won't even need any LOD; if you'll need it, grab GeoMipmapping, ChunkLOD or VIPM for terrains and there you go.
added on the 2005-02-07 14:28:06 by NeARAZ NeARAZ
dixan: well, reality is an unreal thing :)
added on the 2005-02-07 15:00:59 by rmeht rmeht
You probably can create superrealistic terrain without any artists, e.g. by simulating erosion and tectonics... This was actually done already (afaik), but I doubt there is any source code for stuff like that out there. And doing this properly on your own looks like hell of a work.
added on the 2005-02-07 15:32:43 by chock chock
www.flipcode.com nine of of ten there are terrain engines :)
Full source-code and in-depth explanation of an OpenGL based Terrain Engine I wrote in 2001: http://ohadpr.com/2001/08/opengl-terrain-engine/
added on the 2010-05-04 01:46:09 by kombat kombat
Just code an heightmap raymarcher with distance functions. Precalc a big gigantic W*H*256 3D texture with the distance to the closest point... and poof. 5 minutes of coding. You can't get much higher quality than that.
added on the 2010-05-04 02:33:56 by xernobyl xernobyl
Just code an heightmap raymarcher with distance functions. Precalc a big gigantic W*H*256 3D texture with the distance to the closest point... and poof. 5 minutes of coding. You can't get much higher quality than that.
added on the 2010-05-04 02:33:58 by xernobyl xernobyl
lol
added on the 2010-05-04 08:17:51 by bull bull
Depends on your scale also, when looking up close you need detailed flora but from far away good topography is more important.

I'd go with some fbm, easy and looks rather good :> iq had some magical way to make it look even better with a slight modification, I'd check that out too.
added on the 2010-05-04 09:25:38 by msqrt msqrt
You need unlimited detail.
added on the 2010-05-04 09:51:04 by raer raer
@iq: go make a demo about it!

oh wait...
added on the 2010-05-04 16:10:03 by Jcl Jcl
http://lithosphere.codeflow.org this looks quite promising :)
added on the 2010-05-04 16:29:50 by psykon psykon
psykon, that is not an engine. it's a map generator.
Best one is here you mofos. Still working on making the source available I hear.
added on the 2010-05-04 20:24:26 by Mtl Mtl
define "realistic". You mean accurate DTM data? Do you mean correct plane-scale landscape? You mean erosion and rivers? You mean photorealism?
added on the 2010-05-04 21:00:49 by iq iq
iq: I bet he meant "good looking". :)
Also don't forget about the obvious: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html (I think, full source is on the DVD added to the printed version of the book. Need to find it by the way).
added on the 2010-05-04 21:03:24 by masterm masterm

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