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Just got an answer back from someone who'd know better than us by Senor Barborito 08/14/2003, 11:48am PDT
I need clarification wrote:

Senor Barborito wrote:

If you had to pick a poison, would it be:

Chunked LOD
Adaptive Quadtrees
or
ROAM?

My vote's on Chunked LOD or Adaptive Quad depending on your situation (I don't think much of ROAM). Your call?

--SB

Dude, I dunno. I haven't worked with a terrain engine since I'82, and we all know how that turned out. Everything I've worked on lately has been all polygonal mesh. As are most games these days. Certainly almost all console games. I guess flight sims and maybe MMORPGs on PCs are using terrain engines, though, huh? I don't want to revive a debate that was won decisively by consoles about seven years ago, but console gaming is where it's at.

If you're into that kind of debate, though, can I recommend GDAlgorithms? This sort of stuff goes on all the time there, apparently.


By a factor of about one million. Answer was Ulrich's chunked LOD or Jon Blow's more general-purpose chunked LOD (uses alpha-blending instead of geo-morphing (?!)) done over the course of five articles in GDMag - the latter is not online, however.

--SB
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Here's one for, primarily for INC, but still wide-open to everyone by Senor Barborito 08/13/2003, 5:46pm PDT NEW
    Re: Here's one for, primarily for INC, but still wide-open to everyone by I need clarification 08/14/2003, 12:19am PDT NEW
        Just got an answer back from someone who'd know better than us by Senor Barborito 08/14/2003, 11:48am PDT NEW
 
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