#Terrain Module
28-Aug-88 00:22:37
Sb: #2573-#Terrain Module
Fm: Stan Kalisher (Impulse) 76004,1767
To: Syndesis 76004,1763
John – The Texts and reference material we were using when Zack was writing
the program leads us to believe that what we are doing can't be considered
"fractal" geometry in the classic sense of the word, as everything that is
generated in the peaks is really quite regular. The only real random
irregular stuff in it is related to the roughness, or jagginess of how each
peak can appear. Otherwise the grids are subdivided into squares, then
into two triangles each. The fractal appearance I think is more related to
location of any particular triangle and how the phong shader acts on it.
Implementing true fractal geometry would allow us to do stuff like snow, or
smoke, grass etc. But The programmer thinks too much RAM and disk space
would be required to make it feasable. Not to mention the horrendous
rendering times which would come along with it due to the intese
densities.