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Terrain Rendering - Defined by “Page Size” (a square grid of size X points of terrain). Pages are stored as X by X size of terrain data when created and rendered. - Dynamically textured terrain - Can support infinite number of terrain textures on each page of terrain using a unique shader algorithm - Using temperature and rainfall data, textures are applied in real-time on creation of the specific terrain page. - Normals calculated in real-time - Terrain pages are generated and displayed using an LoD algorithm based on distance from character - Dynamic terrain LoD system: Define LoD distances of terrain that best suit the engine and performance |
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Object placement - All objects and animations currently use the DirextX .x mesh configuration - Meshes and animations are registered into the game as items (See Tools: Mesh Editor for more information) - Specific objects can be given specific spawn and generation parameters which allow it to be instantly created all over the world (See Tools: Mesh Generation for more information) - In-Game Mesh/Item Editor: Add or place any meshes or items in run-time to add specific objects to specific areas - All objects have optional normal map and specular map properties |


