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Meta
Monthly Archives: January 2020
Terrain Scene Management
The new terrain scene management features are working great! I’ve invested a lot of time and hard work to make this happen. I can now finally knock this huge milestone off the list. The custom client and server architecture is … Continue reading
Posted in Engine Development, Game Development, Graphics
Tagged been there, game engine, orion engine, scene manager, TERRAIN GRID
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Large Scale Terrain Grid
I’ve been working on some of the scene management features for Been There Game. Mostly, I’ve been working on terrain optimization. I currently have a ROAM algorithm that works very well. It renders a one square mile chunk of land … Continue reading
Posted in Engine Development, Game Development
Tagged CELL GRAPH, ROAM, SCENE MANAGEMENT, TERRAIN GRID
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