Not all is well in 3D land. I've been trying to get into DirectX programming for a few days now. More accurately, I've been meaning to get into it for ages but until a few days ago I never put in any serious effort. With XNA & Game Studio 3.0 (which is really a misnomer since there's not really anything particularly gamey or studioy about it), things are a lot more organized than they used to be. Five years ago my only real choice was to use C++ and access DirectX directly. Boring. I hate C++ because it over-complicates even the simplest of tasks. It's also not appreciably faster for most tasks than the generic .NET framework is these days.
Enter my recent progress. I started by ripping the art assets from a Microsoft terrain tutorial and re-wrote the game engine in my preferred language: VB.NET (3.5 pref, but anything 2.0 or newer is fine). It ran great and I was excited to expand. Unfortunately, everyone is eager to give away art but not explain how it can be produced, so I had to quickly abandon the thought of creating a bigger terrain mesh, etc. Instead I've had to rely on generating terrain meshes based on programmatic means. Today marks my first successful result: Using a PNG as a heightmap, I've created an engine that will generate a grid and apply the height information from the image.
- Grid of points on the X and Y axises with Z info from bitmap
- Two indexed triangles created from each point (excluding the last row and column of points)
While I'm certainly getting terrain, it's haphazard. Instead of smooth hills I get something like SimCity 2000 where everything looks like it is terraced. Very fishy...hopefully I get this ironed out soon.
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