Friday, June 20, 2008

Geo-mipmapping, texture-mipmapping and animation

I have currently been working on geo-mipmapping and texture-mipmapping. This is important if you want to view great distances of terrain, without using a lot of processing power. As you can see in the video bellow, this feature is not complete yet. You can switch between low level terrain and height level terrain, but this does not happen automatically, and you can only have one detail level at a time. This problem will be fixed soon. I have finally managed to get my animations to work in XNA. In the start i used Blender to animate our models, but i had a very hard time getting the animations to play in XNA. Now i use XSI MOD tool, and getting animations to play in XNA is a lot easier. Enjoy this video showing LOD (Geo-mipmapping and texture-mipmapping) and animation:

2 comments:

Rob F said...

very impressive...np on posting your video...it's good stuff

did you program that from scratch or did you get an engine and edit it to your needs?

Auron said...

I wrote it from scratch. Well.. I had too, cos i have not seen anything advanced enough on the XNA sites. The game uses real time content loading, so that you can have a very big world (lets say 2GB), but only a small part of the world will be loaded into the RAM. As the game charachter moves over the landscapes, new world data will be loaded, and old data will be unloaded.