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Design / Re: Improved Air Combat (coming soon...)
« on: November 18, 2012, 08:55:55 am »wow thats really cool! Will there be any city backdrops for air combat, like when the UFO flies over urban areas?
There could be, possibly.
I've actually got more than one idea on how to implement cities and densely-populated areas.
One idea is to create the terrain and then plunk down a ton of static meshes of city buildings, much like how I did with trees, they would be VERY simple building models with no more than perhaps a dozen or so faces, so that a large number of them could be rendered on the terrain at once.
Another idea I've been thinking about, one that perhaps might work better depending on how it is done, is to totally replace (get rid of) the terrain for city areas and instead of building a terrain mesh, simply use different algorithms to create streets and buildings. If this second idea was done right, it could work quite well IMO. I'll really have to do some tests to try this out. As far as the textures for the buildings in this second idea, that would actually be rather easy, it could be done with several grey-scale textures lumped together into one texture file, so that several "base" starting textures are used for variety in buildings, and then after mapping the texture use vertex colors to color the buildings differently, so the resulting combinations of buildings would be a fairly large number but without using too many resources on the rendering system. I know how to do this in Irrlicht but will likely need help from a few others with coding it to work in UFO AI's render engine.
An alternative is to map two textures to a city mesh, in layers, so that one would have the grey-scale textures and the other would be a low-res collection of colors for coloring the faces. The only big issue with this idea is that all the faces would need two independent sets of texture coordinates for the two different layers. I don't know how well OpenGL can handle that, I'll have to do some research on this version of my idea.