Skip to Content
Core Techniques and Algorithms in Game Programming
book

Core Techniques and Algorithms in Game Programming

by Daniel Sánchez-Crespo Dalmau
September 2003
Intermediate to advanced
888 pages
19h 38m
English
New Riders
Content preview from Core Techniques and Algorithms in Game Programming

Chapter 14. Outdoors Algorithms

 

“It's a dangerous business going out your front door.”

 
 --J. R. R. Tolkien, The Fellowship of the Ring

KEY TOPICS

  • Overview

  • Data Structures for Outdoors Rendering

  • Geomipmapping

  • ROAM

  • Chunked LODs

  • A GPU-Centric Approach

  • Outdoors Scene Graphs

  • In Closing

In the previous chapter, we explored indoors rendering algorithms in detail and learned all about dungeons, castles, and houses. Now we will move out of the building and into the great outdoors. We will focus on hills, trees, and valleys, where we can see for miles away. Rendering outdoors scenarios is a completely different business than indoors rendering. Luckily, some robust methods have been devised through the years, which ensure that we can render virtually any outdoors ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Practical Algorithms for 3D Computer Graphics, 2nd Edition

Practical Algorithms for 3D Computer Graphics, 2nd Edition

R. Stuart Ferguson

Publisher Resources

ISBN: 0131020099Purchase book