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- Whew! After downloading and running MARS.EXE, I find myself stunned by how
- fast it worked and how realistic it looked....
-
- I'm into programming my own demo now with a couple of friends. Our new group
- is called Mindware, and our demo should be finished within the next month or
- so. (No name yet) I'm now fairly experienced with graphics manipulation (3d,
- X-mode, VGA registers, etc.), but I still am amazed how smooth MARS is.
-
- Now I've pondered quite a bit how it's done. My first impression would be a
- ray-tracing like algorithm, where a ray is traced (quickly, of course) from the
- viewpoint, through the screen, and over the heightfield, testing for
- intersections along the way. But this seems like it would be far too slow for
- practical use (but it would certainly deal with the smoothness of the landscape
- and the order of mountains).
-
- My next impression was a polygon subdivision algorithm. Take four points from
- the heightfield that form a square, and draw that polygon. Go from front to
- back on the heightfield, drawing only if that area hasn't been drawn on before.
- But this seems like too much time would be spent on calculating the edges of
- the polygon and filling it.
-
- My final idea again involves going from front to back on the heightfield, but
- instead of drawing accurate polygons, just draw a rectangular region from the
- current point to the next point, with a flat top, descending down until the
- non-filled area ends. (This is probably not a very good explanation. :)
-
- So... any ideas anyone? Tell me if my ideas are really naive :) I might try
- coding some of these things to see if they work.
-
- Thanks in advance, and watch for our forthcoming demo!
- --
- Kevin McCormick | "The more we try to control, the
- kmccorm@access.digex.net | less we are really in control."
- IRC: Xenophon | - Robert J. Oppenheimer
- This message is costing the net hundreds if not thousands of dollars to send.
-
- From rc1.vub.ac.be!ub4b!EU.net!sun4nl!wtrlnd!tess!postmaster Tue Mar 15 11:23:54 1994
- Path: rc1.vub.ac.be!ub4b!EU.net!sun4nl!wtrlnd!tess!postmaster
- From: michiel@tess.wlink.nl (Michiel Ouwehand)
- Newsgroups: comp.sys.ibm.pc.demos
- Subject: Mars.uue (1/1)
- Message-ID: <762760829.AA03471@tess.wlink.nl>
- Date: Wed, 02 Mar 1994 09:12:01
- Sender: postmaster@tess.wlink.nl
- Lines: 19
-
- Hello M.D.Griffiths!
-
- [─∙· 28 Feb 94, M.D.Griffiths wrote to All: ·∙─]
-
- MDG> Yes it is a much more difficult proposition, since as it stands,
- MDG> no rotation is done, you simply move left or right. I would
- MDG> imagine that rotation would complicate things somewhat, perhaps
- MDG> the original algorithm might not be applicable? It makes a nice
- MDG> demo though :-). Would the author like to comment?
-
- I am not hte author, but I would like to comment. What the author is doing (as I
- see it) is calculate a fractal (this will be the height map) and calculate
- light-rays over it (this will be the colour map). Then, when drawing, each point
- on the screen is an interpollated version ofmore of the heights and colours in
- the map. Rotating will take some time, but isn't impossible as I see it.
-
- Groetjes, _ (Icarus / T∙R∙I∙A∙L) InterNet: michiel@tess.wlink.nl
- )\/(ichiel (_)uwehand FreeNet: 2:2802/108.11
-
-
-