Smooth terrain in gameplay3d

Over the last couple of weeks I’ve been doing some work to integrate PolyVox’s smooth terrain into RIM’s gameplay3d engine. This follows on from our previous work on cubic terrain. The smooth terrain is no more difficult than cubic terrain, and the main challenge has been designing the code in such a way that the integration elegantly supports both (as internally they have different voxel and vertex types).

The images below are again based on one of the data sets from Voxeliens, but this time we’ve run the data through the LowPassFilter to perform smoothing and basic triplanar texturing is also applied:

These screenshots are taken on PC but the test application does run on my mobile phone as well. It’s a bit slow though (20-30fps) which is probably because there’s no LOD present at the moment. It’s nice to be back to tech development are spending so long working on Voxeliens and we have some big ideas for the next engine 🙂

Share
This entry was posted in Uncategorized and tagged , by David Williams. Bookmark the permalink.

About David Williams

David is a post-doctorate researcher at the University of Groningen, The Netherlands, where he is investigating GPU computing. Prior to this he worked in the games industry and wrote graphics/engine code for a number of PC/PS3/XBox titles. As well as making games he occasionally enjoys playing them, and also sometimes gets outside to do some photography.

One thought on “Smooth terrain in gameplay3d

  1. Pingback: Where's the next PolyVox release? - Volumes Of Fun

Leave a Reply

Your email address will not be published.