Was getting bored and build a render routine to change the heightmap on the fly. And I created a nuke animation for it, maybe it will be used in later games for impacts of big spells and so, even texture change and persistent changes are used to create craters of explosions and such.
Due to the lack of explosions it looks a little strange, but I think its funny to watch.
The video is a big one, but I wanted it to show the ingame graphics as close as you can get.
I’ll try and work on the models tomorrow.
Wow, that is nice.
I’m still reading the german NeHe tutorials at lesson 12, but I don’t like the style of the code. For example he uses a function to load a texture – I made a TextureManager class ;-).
So go on coding and good luck with the models.
[…] I got together with Maluku last weekend and we coded a nice, smoothly textured and lit heightmap implementation. Check out his blog post (complete with a pretty cool video demonstration). […]