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BeitragVerfasst: So Apr 16, 2006 04:40 
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Registriert: Sa Apr 15, 2006 15:29
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Dear Brothers & Sisters,

I have a Delphi Terrain Engine that I would like converted over to Borland C.

If anyone would like to take a look at this engine, Please email me over at :-

FunkyCatSpangky@yahoo.com.sg

It is a very very nice engine.

It is highly optimized by using Triangles.

Even on a slow machine, it flies and I mean really Fast !!!

It uses Open GL.

I just like to see it converted over to Borland C.

If anyone does not have any objection, perhaps may I kindly post the code here.

It is not too big too, it is very compact.

Thank you.

FunkyCat - Spangky - The Spangking Spanker !


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BeitragVerfasst: So Apr 16, 2006 11:14 
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Registriert: So Okt 26, 2003 20:07
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cause im not skilled using C, ill tell ya something about ur delphi-app.
first of all, if u're going to write an engine (whatever type it is), you should completely seperate it from any delphi generated code,
otherwise your code is not reusable. i see similar things in your C code.

1 time i closed your app, my computer crashed with a bluescreen (with activated vsync).
you should really take a look at this.

runs with ~770fps on my desktop (athlon 64 3000+, 1.5gb ddr400, 6600gt).
but at this framerate, its impossible to see something of your engine ^^
an implementation of timebased movement is necessary in future apps.

some tips:
- your lightning looks a little bit strange (guess that belongs to the LOD). you should think about using static lightmaps (if your terrain is static)
or use a simple glsl shader.
- using a vbo would even bring more performance, but is not that compatible. maybe as an alternative?
- you create an infinite terrain by tiling the heightmap. that may look strange when the height differences between both sites are huge. an interpolation with 2 or more quads per quad would increase the optic


greets

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