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Terrain generation is buggy #3

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amaesani opened this issue Apr 5, 2013 · 4 comments
Open

Terrain generation is buggy #3

amaesani opened this issue Apr 5, 2013 · 4 comments

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@amaesani
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amaesani commented Apr 5, 2013

The current implementation of rugged terrains is broken.

ODE is afflicted by some serious bugs which make uneffective loading the terrain from an heighfield image (for understanding what an heightfield is check this nice OpenSceneGraph example http://osghelp.com/?p=163).

In many unpredictable cases, objects will fall through the terrain when this is specified using an heightfield.

For the groups that have chosen to work with rugged terrains, it would be good to come up with alternative ideas (e.g. one simple thing that might just work is to implement a rugged terrain as a number of fixed "cubes" that acts as different terrain levels).

As before, if someone could contribute code for this it would be highly appreciated

30223403_640
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@teddyjh
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teddyjh commented Apr 26, 2013

Hello,

Anyone who have tried to solve this?

@amaesani
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Not yet, one (relatively) simple way to do it might be to use solid immovable shapes (boxes mainly) to generate rugged terrains at different elevations.

@teddyjh
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teddyjh commented Apr 30, 2013

Okey. So, we should just add a lot of obstacles and in that way make a terrain?

@amaesani
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amaesani commented May 1, 2013

Yes, you might try to do it using many (relatively small) obstacles.

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