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Author Topic:   Physics and line of sight
Cthulhu
Member
posted April 27, 2000 03:33 PM            
Any articles on physics or line of sight with terrain engines available online? Where?

Or any ideas for line of sight algorithm with height-mapped terrain?

Or any ideas for implementing physics with LOD terrain? (how to make a bouncing ball look good on approximated terrain, still using highest level terrain for physic calculations?)

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Bryan T
Member
posted April 27, 2000 09:01 PM            
Sounds like the same problem found in ray-casting engines and voxel terrain. Let me see if I can dig up a few references right quick...

Outcast's GDC presentation (some voxel stuff): http://www.appeal.be/products/page1/Outcast_GDC/outcast_gdc_1.htm

Random Stuff (ok, not so good, but www.google.com is your friend ) http://www.cs.sunysb.edu/~vislab/projects/volume/Papers/ http://www.gamasutra.com/features/20000215/lander_01.htm

I would guess that for a game-level engine, you could pick the height sample under the object in question, then create a plane using two nearby height samples. This reduces the physics to point-mass and inclined-plane equations from basic physics. ie: how the ball will bounce off a given point of terrain.

As for line of sight, I recall a calculation that is begun at the eye and cast outward along the terrain checking each height sample for intersection. However this model was optimized for edge-on viewing of the terrain, not general view metrics.

--Bryan

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Cthulhu
Member
posted April 28, 2000 11:23 AM            
Thanks for the links.

Line of sight doesn't have to be very accurate, I only need to know if one unit can see another or not.

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