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Terrain
Rendering is an important part of any real time strategy game. It
represents not only a visible representation of the world, but also
the interactive elements needed by the player to advance forward
in the game. In 3 space, this representation has the ultimate goal
to become as lifelike as possible, so as to enhance the player's
game play experience.
This
in development engine takes this ultimate goal in consideration,
while it doesn't intend to clone reality and materialize the lifelike
world as we see it today, its goal of high detail and recognizable
real world elements still holds true.
Real
time strategy has very particular demands on rendering technology;
A player typically wants camera angles from either a high viewpoint
to be able to survey a particular area and the units strategical
placement or, a relatively low angle showing details of a battle
at the tactical level. To add to this the viewpoint can change location
fairly quickly, as the player moves focus from one area of the world
to the other to achieve maximum control of all his troops -- usually
on demand by clicking on the mini-map.
We
can see all this imposes a dramatic performance bar on the rendering
engine.
If
we want interactive frame rates, then we need to balance the way
the renderer uses all the rastering primitives to maximize the 3d
hardware usage.
The
solution : Continuous Level of Detail Progressive Mesh. Known as
CLOD for short.
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