Deformable Terrain Generation for Real-time Strategy Game
Abstract
In this paper, we present a system that has the ability to deform terrain for Real-time Strategy Game with general PC hardware specifications. Various effects could be simulated in real-time such as raising and lowering the ground, creating a large chasm, or levelling the terrain. Effects such as ordering a unit to fire that then destroys part of a mountain could also be replicated. We present our implementations and techniques in using terrain deformation algorithms, Real-time Optimally Adapting Meshes, texture design and terrain generations. An analysis of the speed and memory usage of the system with respect to different PC hardware systems is also presented.
BibTeX
@inproceedings {10.2312:egs.20011012,
booktitle = {Eurographics 2001 - Short Presentations},
editor = {},
title = {{Deformable Terrain Generation for Real-time Strategy Game}},
author = {Davison, Christopher and Tang, Wen},
year = {2001},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20011012}
}
booktitle = {Eurographics 2001 - Short Presentations},
editor = {},
title = {{Deformable Terrain Generation for Real-time Strategy Game}},
author = {Davison, Christopher and Tang, Wen},
year = {2001},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20011012}
}