There are some problems with the original approach. Below is an image of a simple (flat-shaded) heightmap in Blender: Advanced toolkits such as Terragen produce high quality heightmaps and a lot of games use heightmap levels (albeit often static, e.g. Terrain modification is simply achieved by altering the height values. Within the heightmap approach, a lot of problems can be resolved neatly: Mesh generation is just one quad for each grid cell with four $$(x, y, height)$$-coordinates Level-of-Detail can be implemented by coarsening the grid when further away, transitions just generate triangle(-fans) instead of quads. Normally, these values are stored in a grid-like manner. One of the easier techniques is heightmap terrain, where the terrain is represented by a height value for each xy-coordinate. When the number of possible modifications is too high to be feasible for manual flagging, other techniques are required. Predefined destruction is not that challenging to implement as the designer or artist can manually flag all regions that can be modified. Some games even have this as a core gameplay feature such as Terraria or Minecraft. Battlefield), games like Worms feature mostly unrestrained terrain modification. While multiple first person shooters have predefined parts of the terrain that can be destroyed (e.g. Wikipedia has a short article about destructible environment. Such terrain is not novel, there have been a lot of approaches in the past achieving differing degrees of expressive power. Our vision of the terrain of a dynamic sandbox game includes a lot of destruction, construction, modification and creative freedom. Part 7 - Multi-Material and Volume Metadata.Part 3 - Chunk-based Octree and Level-of-Detail.Part 2 - Volume Generation and the CSG Tree.Part 1 - Dual Contouring (this article).The current plan for this series is as follows: The dynamic and destructible terrain is a huge feature of our Upvoid Engine and deserves some explanation. Welcome to the first post in a series of articles about our terrain engine.
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