Stefan Petersson MSC-2011-101, pp. 45. COM/School of Computing, 2011.
Different game terrain representation techniques have been implemented and used by game developers for a long time. To represent terrains in 3D game applications it is common to generate triangle grids where each grid point is displaced along the y-axis. The displacement techniques are limited to terrain surface only and it is non trivial to insert meshes into the terrain. The main objective for this thesis work is to design and implement a flexible and practical technique to insert cliff meshes into an underlaying terrain. Different potential techniques were prototyped and discarded when identified as non flexible. The proposed technique was designed from an explorative prototype implementation approach. During this thesis work a flexible technique to insert cliff meshes into an underlaying terrain mesh based on displaced grid points was designed and implemented. Conclusions are that it is a doable but non-trivial task to insert cliff meshes into terrain meshes. It is also concluded that techniques like the one proposed have to be prototyped to proof its flexibility and credibility.