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QuadTreeTerrain

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Uploaded by on May 12, 2007

My own XNA quadtree structure based terrain engine at 07-04-10.

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Entertainment

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Standard YouTube License

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Uploader Comments (Steckdose36)

  • so presumably the load/unload as you see them?

    (BTW - That's some sweet terrain!)

  • No loading/unloading, the terrain is completely in memory (doesn't cost much just hand full of MBytes ;)) but only the visible parts get drawn by the graphic card. Else way the graphic card stucks quickly while rendering a few million polygon terrain each frame ;)

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All Comments (11)

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  • when i see this, i must think at arizona ;)

  • that would happen depending on your hardware. if u got a crappy PC, it's gonna lag. if u got an amazing pc, it'll run smooth.

  • you can see how the program starts to lag when he goes over the entire scape

  • whoa that's a lot of polygons

  • wollt ich auch grad sagen jungs

  • Does this program come with XNa Games studio 2 ???

  • You should implement polygonal LOD, where it decimates the polygons the further away the landscape is. You can do it with a quadtree structure, i'm doing it with my game engine's map editor to test it out.

  • what is the poly count?!?!! Such big poly count in real time is just amazing! I don't know how it goes smoothly like that but way to go :)

  • i have xna how do i go to make a map

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