Yes, you'd have to use a physics system like bullet physics or similar. HL2 uses both Havok and their BSP collision system. This loads the level into memory 2 times and has 2 side by side frames doing collision checks.
If you attach your own physics system (which is easy) to the world and any collidable objects, you'll have to redo some of the lighting effects, shadows mostly. The visual is alot more complicated than collision system because there is no set way of doing shaders and shadows. On Wed, Jul 29, 2009 at 5:18 PM, Ryan Sheffer <[email protected]> wrote: > Am I right to believe that even if you used the mesh builder to make a > terrain, it would never be considered in collision detection? > > On Wed, Jul 29, 2009 at 1:43 PM, Jed <[email protected]> wrote: > > > Waldo (ex Valve/DoD Team) wrote something like this for another engine > > not so long ago. Did a nice job of auto texturing terrain with > > grass/scree/rock based on the steepness of the slop. Another nice > > trick is to apply snow over time based on the normal angle of the face > > relative to the vertical (sky). > > > > - Jed > > > > 2009/7/29 Saul Rennison <[email protected]>: > > > All displacement handling is done in the engine. By simply having the > mod > > > code, you would be FORCED to use an entity and use the mesh builder to > > > manually build the terrain menu. Make your own Hammer and customize > VBSP > > to > > > add custom terrain data into an unused BSP lump. > > > > > > Thanks, > > > - Saul. > > > > > > > > > 2009/7/29 Adam Donovan <[email protected]> > > > > > >> Given the code base we have in the SDK and considering there is > someone > > to > > >> actually spend the time programming it, would it be possible to create > a > > >> terrain system that would outperform the current displacement system? > > >> Perhaps it might be possible to use the current blend texture > technique > > but > > >> ad a little additional control over the blending based on slope and > > height, > > >> just like cannon fodder did in DispGen. > > >> Any ideas anyone? > > >> http://www.vterrain.org/LOD/Papers/ > > >> _______________________________________________ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >> > > >> > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~Ryan ( skidz ) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

