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3d Destructable Terrain Example!


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#1 brett14

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Posted 21 August 2008 - 05:12 AM

You can find it here: [Dead Link] - If anybody still has a copy of this, please PM me and I'll re-upload it. Thanks!
Check out my latest project: GameDev Studio
If you use in a game, credit would be appreciated! ;)

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Edited by brett14, 17 May 2012 - 11:53 PM.

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#2 giggdaw

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Posted 21 August 2008 - 08:01 AM

Are you able to walk around in the game? Cant download it now, because my pro edition is on another computer, and the computer is crashed for good xD

Looks like a really nice 3d engine! ;)
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#3 brett14

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Posted 21 August 2008 - 11:45 PM

Are you able to walk around in the game? Cant download it now, because my pro edition is on another computer, and the computer is crashed for good xD

Looks like a really nice 3d engine! :)


yes you can walk around, it is like any heightmap except you can destroy the terrain and blast trees out of the ground!
I'm currently working on a multiplayer 3D fps, and am thinking of implimenting it (it'll need to be modded a little though)


When you get a chance, try it!

You can also easily change the blast size and the damage it does to the terrain (you can have a huge blast with little indent or a little blast with huge indent etc.)

Edited by brett14, 21 August 2008 - 11:47 PM.

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#4 Syynth

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Posted 22 August 2008 - 01:30 AM

This is awesome! I just might use this :)
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#5 zbox

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Posted 23 August 2008 - 06:12 AM

Wow. this really is cool!!!!!!!!!!!
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#6 Pinpickle

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Posted 24 August 2008 - 02:43 AM

Not only is this a very good destructable terrain example, it is also a very good 3D example. I think this is very, very, very good. I will probably use this!
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#7 connor4312

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Posted 24 August 2008 - 02:31 PM

SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET SWEET

By the way, it is SWEET!

I lov the twirling motion of the trees when you hit then. Never could get the hang of that. thanks!

9/10!

Edited by connor4312, 24 August 2008 - 02:34 PM.

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#8 brett14

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Posted 24 August 2008 - 07:10 PM

Hey guys, thnx - You'll love the new part that I'm workin on ATM - regioning terrain (creating it with regions)

I have it drawing fine - loading fine (takes about 2-3 secs to init a RANDOM 300,000 x 300,000 world with hills mountains etc.- it is VERY FAST) - BTW that is equal to a 5200x5200 heightmap!

I hoep to have it out within a week (before school starts back up again...)
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#9 Syynth

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Posted 24 August 2008 - 07:20 PM

i like it, but i have a question, and it seems like it would be simple to fix, but the 2 right-most rows and 2 bottom-most rows of pixels aren't actually included in the level, but they affect the height-map (i.e. they'll raise or lower the edges just a little if there's a large difference the next pixel over, but thats not drawn. how come?

also, is there a way to use multiple textures? would i need to make several terrain models?

Edited by Syynth, 24 August 2008 - 07:29 PM.

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#10 brett14

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Posted 24 August 2008 - 10:09 PM

i like it, but i have a question, and it seems like it would be simple to fix, but the 2 right-most rows and 2 bottom-most rows of pixels aren't actually included in the level, but they affect the height-map (i.e. they'll raise or lower the edges just a little if there's a large difference the next pixel over, but thats not drawn. how come?

also, is there a way to use multiple textures? would i need to make several terrain models?



I have fixed that - yes it was easy to fix (change a number -3 to -1 or something like that, and no atm there is no multi-texture support- HOWEVER I may just add it - good suggestion! - Neither of these can be downloaded yet, as they will be included in the regioning one, coming soon
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#11 Syynth

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Posted 25 August 2008 - 12:26 AM

glad i could help :D this is really good stuff, i like the looks of it so far
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#12 zbox

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Posted 25 August 2008 - 05:51 AM

I lov the twirling motion of the trees when you hit then

Yes! thats so cool!
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#13 Syynth

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Posted 25 August 2008 - 11:14 PM

yeah, I'm definetly using the regioning one. especially if it involves multiple textures. I was actually looking at a few terrain engines, but it seems I'm gonna go with this one, if this next one works well :P
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#14 brett14

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Posted 26 August 2008 - 12:24 AM

yeah, I'm definetly using the regioning one. especially if it involves multiple textures. I was actually looking at a few terrain engines, but it seems I'm gonna go with this one, if this next one works well :P



Atm, the regions are working (up to 4x4 to 300x300 regions - equal to a 4800x4800 heightmap XD) , You can edit the terrain and you can do all the other things you can expect in an editor. - Also It is quite fast as with regions they need to be fast - I get 150-200 fps on a 300x300 terrain

I currently am working on the following (prioritised)

#1 - Multitexturing
#2 - Better Interface
#3 - more options


Btw - I may be able to release a demo soon (2 days about) - but it will not have full support
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#15 Syynth

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Posted 26 August 2008 - 12:42 AM

Atm, the regions are working (up to 4x4 to 300x300 regions - equal to a 4800x4800 heightmap XD) , You can edit the terrain and you can do all the other things you can expect in an editor. - Also It is quite fast as with regions they need to be fast - I get 150-200 fps on a 300x300 terrain

150-200 fps? wow, thats pretty good, especially since my monitor only has a refresh rate of 75 xD

Not that I don't already know :P
but will the regions still have the same level of detail when it comes to having a huge terrain like that?

Sorry for not knowing much about this, but before this thread, I actually had no clue as to how this sort of thing worked.
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#16 brett14

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Posted 26 August 2008 - 01:27 AM

Atm, the regions are working (up to 4x4 to 300x300 regions - equal to a 4800x4800 heightmap XD) , You can edit the terrain and you can do all the other things you can expect in an editor. - Also It is quite fast as with regions they need to be fast - I get 150-200 fps on a 300x300 terrain

150-200 fps? wow, thats pretty good, especially since my monitor only has a refresh rate of 75 xD

Not that I don't already know :P
but will the regions still have the same level of detail when it comes to having a huge terrain like that?

Sorry for not knowing much about this, but before this thread, I actually had no clue as to how this sort of thing worked.


actually... they can have more lol And I'm getting bout 400 fps on a 10x10 grid - I'll try to breifly explain how this works (good luck... ::lmao:: )
And don't worry about the fps.. It's just as efficient as heightmaps... These fps ratings are comming out of a monitor that is a 21 inch widescreen with a resolution of 1650x1080 - with a refresh rate of 60 - And they are editor sided which is slower than the in-game B/c of all the calculations it needs to make

--But this is how it works...--

Pretty much it creates a huge grid containing all the height values - then I store these spots into arrays 16x16 apart (which represent the regions) - and I create a model for each array with the values from within it. Then I draw the models representing the regions around you - So you are actually only drawing a 48x48 heightnmap model around you... It seems... - I kinda lost myself typing this....
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#17 Syynth

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Posted 26 August 2008 - 01:49 AM

Hah, thats fine, I get the point, but so we're on the same page, by fps you mean frames per second, right? so how are you getting 400 frames per second??
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#18 brett14

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Posted 26 August 2008 - 02:55 AM

Hah, thats fine, I get the point, but so we're on the same page, by fps you mean frames per second, right? so how are you getting 400 frames per second??


I set the room speed to 1000 - then I draw the fps in the top corner... Gm's built in code FPS - The game will be running at 400 fps - but the screen is only refreshing at 60 (or in your case 75)
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#19 Syynth

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Posted 27 August 2008 - 01:53 AM

ahh, so its simply able to execute the code 400 times a second... impressive ::lmao::
now I'm really anxious so see how this'll turn out :ph34r:
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#20 brett14

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Posted 27 August 2008 - 08:57 AM

ahh, so its simply able to execute the code 400 times a second... impressive :(
now I'm really anxious so see how this'll turn out ^_^

Wait no more! You will find a link to it at the top of the page - but beware this version is slow at saving and load (really slow...) I'ma gonna use a DLL in the next release - BTW - this version does not have multitextureing support.. I will add it ASAP - I tried to get it into this one but I wanted to post it tonight (as you can see it's 2 in the morning lol)
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#21 Syynth

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Posted 27 August 2008 - 08:05 PM

ahh, well the link is broken or something, because I get a page load error everytime, and the other example is the same thing as it was before

but with the regions, will I still be able to load the heightmap into the editor? or is it possible to the get terrain model scripts and stuff for regions outside of the editor, so i can put it directly into the game? or should i shut up and stop asking questions til i see it? ^_^ lol

Edited by Syynth, 27 August 2008 - 08:05 PM.

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#22 brett14

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Posted 27 August 2008 - 08:07 PM

ahh, well the link is broken or something, because I get a page load error everytime, and the other example is the same thing as it was before

but with the regions, will I still be able to load the heightmap into the editor? or is it possible to the get terrain model scripts and stuff for regions outside of the editor, so i can put it directly into the game? or should i shut up and stop asking questions til i see it? ^_^ lol

...i noticed lol -- I'ma just fixing that now and it can't load it from a heightmap - however I may just add that (so many things to add...)
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#23 Syynth

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Posted 27 August 2008 - 08:17 PM

could you put up another link for a .exe made in GM7? I have Vista ^_^
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#24 brett14

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Posted 27 August 2008 - 08:57 PM

could you put up another link for a .exe made in GM7? I have Vista ^_^

Sure - later - as i want to make it load from a .DLL instead of gm's text files.
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#25 Syynth

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Posted 27 August 2008 - 09:24 PM

alright, well, i guess i'll just wait a bit, this definetly isn't the only thing I have to do on my game, so I'll be alright for now
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#26 brett14

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Posted 31 August 2008 - 07:21 AM

alright, well, i guess i'll just wait a bit, this definetly isn't the only thing I have to do on my game, so I'll be alright for now


Well a Gm 7 .Exe is up - it has multi texturing (but no blending yet - but i have figured out a way to do it - expect it in the next release
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#27 Syynth

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Posted 03 September 2008 - 08:37 PM

awesome. i wouldn't be against having your children at this point :lol:

jk of course xD

Edited by Syynth, 03 September 2008 - 08:38 PM.

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#28 brett14

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Posted 04 September 2008 - 04:07 AM

Umm.... lol I'm 14..... (almost 15)..... In Grade 9......

BTW: I've gotten texture blurring working (partly)... Now just to get it working fully (thats gonna be a headache lol)

Edited by brett14, 04 September 2008 - 04:29 AM.

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#29 Syynth

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Posted 04 September 2008 - 05:23 PM

hahaha, i was just kidding, im only 15 myself, i was just saying i really like the stuff you've done so far ::lmao::
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#30 githrock

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Posted 07 September 2009 - 09:43 AM

lol! zomg! this is so awsome! like how the hell did you do that! like! when i played i was omg! allmost outloud

O M G ! ! ! !
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#31 brett14

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Posted 08 September 2009 - 08:11 AM

you use your brain. If you look at the code it shows exactly how it's done, when the player shoots it destroys the grid. This is the method used in [most] 3D terrain editors, however it has been optimized enough for it to be used in [real time] (depending on your terrain size, how many times you call it, size of the terrain destroyed etc.)
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#32 Sulfuric

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Posted 12 September 2009 - 09:33 PM

Not the first time it's been done (Thatgamesguy did it a while back), but it works well. It looks pretty bad, but that's only because of the ground textures. Get a much higher resolution texture next time, as there's a lot of stretching, and high res will help.

The trees actually look pretty good. The only problem is their bottom trunk is HUGE. Make the leaves lower please :mellow:. Oh, and them flying through the air looks really odd. I realize 3d physics is pretty hard, but you should try to make them rotate in relation to the position of the blast. This includes how high they go, which direction they fly, and which axis they spin on.
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#33 brett14

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Posted 12 September 2009 - 11:13 PM

Thatgamesguy did it a while back

Didn't know that, I searched but couldn't find anything.

Yeah, I know the tress look bad. I just wanted to show that you could detect where the blast was etc. I wasn't really concentrating on physics.


[EDIT]spelling :mellow: [/EDIT]
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Edited by brett14, 12 September 2009 - 11:14 PM.

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#34 thrawn1324

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Posted 10 October 2009 - 02:31 AM

If you're still around checkin up on your post, Good stuff dude.
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#35 brett14

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Posted 10 October 2009 - 06:27 AM

I check my old stuff about once a month, comments are always welcome.
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#36 sneaky666

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Posted 25 March 2012 - 02:29 AM

when will you release it?
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#37 brett14

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Posted 25 March 2012 - 06:27 AM

It was released a long time ago (Notice 2008...). However it had only something like 100 downloads over 4 years, so I removed it because it was taking up sever space. I no longer have it, sorry.
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#38 sneaky666

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Posted 25 March 2012 - 06:01 PM

I tried making my own 3d map destruction using heightmaps.


http://gmc.yoyogames...1

What do you think of it? Is it fast?

Edited by sneaky666, 25 March 2012 - 06:06 PM.

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#39 GJH105775

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Posted 17 May 2012 - 02:34 PM

The link is now bad, site must of closed.
I was wanting to see it, it sounds cool though.
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