If I'm understanding correctly, each "tile" of the terrain is a 128x128 heightmap, so as you press insert to add additional terrain "tiles", you're basically adding a new 128x128 heightmap.
If that's how it works, I can definitely see how this is more efficient, as 128x128 is a pretty small file size, thus it can be read and streamed in more quickly. To increase the size of your world, simply add more 128x128 tiles in the direction you need to grow it. The engine handles the rest.
I must say, too, that I've been evaluating the engine so far for a project of my own that will require a massive, streaming map. So far it's been a pleasure working with the terrains in this engine. The performance is awesome.
The *only* thing I'd like to maybe see is the ability to grab vertices and move them up and down manually. Not via a paintbrush/airbrush method, but as though you're physically grabbing the vertices and dragging them up and down yourself. I've seen this in other engines' editors and it really provides an extra level of "fine tuning" if you're trying to get a very specific structure, especially for things like breaking up cliffs to reduce stretching and make them look more interesting, etc.
(02-12-2011 09:27 PM)impi Wrote: (02-12-2011 05:02 AM)Dandruff Wrote: I think the terrain is basically a mesh, don't quote me on that though
Ok thanks for reply again. Hopefully I can get confirmation there is no difference to adding a mesh through code to using the built-in terrain through the editor - still reading wherever I can about it. I would have thought there must be some differences - like for occlusion/culling etc ... but maybe those can be added via code too. In C4 terrain is very different to mesh, although a lot of that is because it's true voxel (3d) terrain, not height-map (2d).
Actually, all terrains are, ultimately, a mesh by the time they're processed by the engine.
Heightmaps and voxels are the means through which the terrains are created/modified.
Voxel tech is very nice, though I agree. Being able to break free of that "vertical axis only" restriction is quite liberating. I'm not a fan of C4's implementation of editing voxels, though, to be honest. Feels awkward to me for some reason.