General Question Poking a hole in Orulex terrain

dumbo2007

Crazy about real time sims
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So I was wondering if its possible to do it say to pass through the terrain into a lunar cave ?

I can see that the terrain is continuous. Even at the Brighton crater its just below the planet surface. But maybe there is way to cut a hole in it :)
 
MIght be easier just to have a mesh for the cave with both the inside and outside textured. Sizing should be a simple enough trick. Set orulex to have a base crater, this tapers down to the actual surface of the moon (or whatever). The base.cfg has a callout for a ownmaterial mesh that makes for the mountain, cave, etc.

For an example of a mountain cave, see Overton Island. There is a "Hidden" base mesh too. Both are good examples of evil lairs.

[ame="http://www.orbithangar.com/searchid.php?ID=4246"]Overton Island[/ame]
[ame="http://www.orbithangar.com/searchid.php?ID=4370"]Hidden Base 1.1[/ame]
 
You can't cut a whole in there directly, i.e. you can't expect the terrain generator to make a cave. A heightmap is a 2-dimensional structure.

What should work, is another algorithm that creates the cave, and then adding the mesh into the terrain mesh in realtime using a boolean operation

I gave this some thought in the past, as I like caves...
 
Cool, I like the idea of creating a narrow crater and putting the cave mesh on it so that it blends with the terrain. I was thinking of how to have caves that 'ploughs' into a crater wall.

Because in all likelihood a real base will probably be inside a crater. Its entrance and chambers will dig horizontally into a vertical crater wall. That would mean passing through a kind of thin curtain of orulex crater wall terrain when walking into the cave.

It doesnt take away much from the experience of course because once you pass through then you are inside the cave mesh and will no longer see the Orulex terrain from the other side, if you get what I mean . Of course the physics would still work perfectly, say if you are driving into a base dug horizontally into the crater. I will simply not generate any physics terrain so there will be no collision at the entrace to the cave.

I guess a mere visual aberration isnt that important to consider at the moment. I 'll start working on cave-base :P so there is a safe place to park the rovers.

Hmm there is a spider example that comes as one of the examples with bullet. Its apparently some sort of dynamic control example where the leg joints are controlled by Bullet. It doesn/t move like a spider though and topples over sometimes :)
Maybe I can port that spider !

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A heightmap is a 2-dimensional structure

yes thats true, but a hole is also 2 dimensional. Its just that the terrain generator need not draw some triangles which as you said, would probably need a better algorithm. maybe I'll hack something into the D3D11 terrain generator once its stable.
 
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