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Posted: Wed Feb 25, 2009 3:14 am Reply with quote
Joined: 25 Feb 2009 Posts: 1
Hi im a computer science student doing computer graphics.
I like displacement mapping very much. But CI is using more then Displacement Mapping. At least for the caves.

It looks like a new object is looking for the near objects and make a connection with it. Realy nice. It had to be hard to find a algorythm for the new faces. Are you using a connection tree for the geometry? And decicde this way how the new geometry should look?

And: the collisions or no box moddel, the are face moddels, or? Or do you create a collision box around every face?

Im extrem curious^^

CI is great. Thank you Smile
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Posted: Wed Feb 25, 2009 11:08 pm Reply with quote
Developer Joined: 23 Jun 2007 Posts: 23 Location: Stockholm, Sweden

CI use Marching Cubes for all world geometry. You can see all the triangles in the game with the r_showTris 1 command (from the in-game console, you must turn cheats on with sv_cheats 1)

There is no displacement mapping anywhere in the game. But we use bump mapping for all surfaces.

Collision detection is done against the triangles and is probably not the most efficient way to do it but it is much easier to get robust then a box/brush approach.

To get a deformable world done this way to work is pretty straightforward, the difficult part is having different materials that blend nicely in to each other and get the world to render and deform fast enough.

Making an good PVS is almost impossible in real time with an deformable world but we make some rough calculations to avoid drawing the other side of the planet etc. This limit the size of the planets...

I'm glad you like it Wink

Henning Tegen

Henning Tegen
Lead programmer, Celestial Impact
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Posted: Sun Jun 15, 2014 3:33 am Reply with quote
Joined: 15 Jun 2014 Posts: 3
Not only face models, the models of Designer iPhone 5S Cases are also included. In the future, more and more would be added into the same category.
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