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
Thanks
Vend
in the good ol' times people wrote their own....
... using TEC's code for blitter line-drawing
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.
Vendetta, please try to code a good one yourself, it's just a matter of good heightfields and textures, no rocketscience involved.
"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.
BTW, see here: http://www.vterrain.org/LOD/Implementations
dixan: well, reality is an unreal thing :)
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.
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/
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.
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.
lol
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.
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.
You need unlimited detail.
@iq: go make a demo about it!
oh wait...
oh wait...
http://lithosphere.codeflow.org this looks quite promising :)
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.
define "realistic". You mean accurate DTM data? Do you mean correct plane-scale landscape? You mean erosion and rivers? You mean photorealism?
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).
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).