Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Nathan Miller" Newsgroups: scee.yaroze.programming.3d_graphics Subject: 3D Uneven Terrain Date: Sun, 19 Jul 1998 17:41:49 -0500 Organization: SCEA News Server Lines: 33 Message-ID: <6otsjq$cv91@scea> NNTP-Posting-Host: 200-128-47.ipt.aol.com X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Has anyone successfully used uneven terrain in there demos/games. I am not referring to simple unevenness, but rather designing a city with mountains and such in a 3D modeling program and importing that as the terrain that the player must cross. These are the only theories I have been able to come up with: 1) You make a data structure in addition to the tmd that represents the terrain that divides the level into your average cell based world: struct mapdata { int flag; //Link list containing items and such for cell }; mapdata level1[50][50]; or 2) you check the players height level directly with the tmd's vertex data so my questions are: 1) What is the best method? 2) Please give an explination on how to use the method... Your help will be much appreciated, Thank You Nathan