As you may or may not know, I’m involved in a pretty ambitious project, named Motorsport. Its purpose is to become the most realistic simulator of vehicles (usually cars), and as such, no ideas are being scrapped (as long as they contribute to the sim realism, that is).
There are a lot of ideas floating around. You can read about a couple of those new ideas here. However, I’m going to talk about something which you won’t find there: generation of real world 3d geometry and textures on the fly, with an unlimited level of detail.
Yeah, sounds gorgeus at first. But it’s not so gorgeus as it’s difficulty to code and get right (i guess).
The idea is to:
Ok, so that has nothing to do with fractal worlds.
Once we got some good (or bad) road data, we drop it over the heightmap we got from point 1), seamlessly integrating it by using 3d mesh data and blended textures, and add some detail (bumps, side bankings, curbs, dust, camber, variable surface properties, …) in order to make the ride a bit more interesting.
Sounds easy, does it? Of course NOT. But it’s just a rough idea of what could be done in, say 23 years or so.. give or take a day 😉
Enough dreaming for now, I should go study something about OSs (Operating Systems, not Open Source Software! 🙂
See ya!
Ps: yup, I’ve finally decided to write some posts in English, as I find it easier to find the words for technical subjects such as the one in this article. Plus English is a more efficient language when it comes to bandwidth! 😛
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