While specifically part of the programming track at GDC this year, I thought much of the information presented on our terrain system and pipeline might be of interest to some folks here on TAO.
Halo Wars: The Terrain of Next Gen
[INDENT]This talk will discuss the evolution of terrain technology with the creation of the HALO WARS terrain system, built specifically to take advantage of the Xbox 360 hardware. The session will cover various terrain-specific problems with respect to memory, performance, editing, and how the HALO WARS system solved them - specifically with focus on taking advantage of the hardware by moving from a standard height-field terrain, to a full vector field terrain and increasing vertex density by 8x over previous titles.[/INDENT]
[QUOTE=sl4ppy;2842]While specifically part of the programming track at GDC this year, I thought much of the information presented on our terrain system and pipeline might be of interest to some folks here on TAO.
Halo Wars: The Terrain of Next Gen
[INDENT]This talk will discuss the evolution of terrain technology with the creation of the HALO WARS terrain system, built specifically to take advantage of the Xbox 360 hardware. The session will cover various terrain-specific problems with respect to memory, performance, editing, and how the HALO WARS system solved them - specifically with focus on taking advantage of the hardware by moving from a standard height-field terrain, to a full vector field terrain and increasing vertex density by 8x over previous titles.[/INDENT]