I have uploaded some pics of a demo I have been working on for about a week. It consists of basic terrain cells, the completed test demo will have 36 cells in all. THe green cubes are a visual cue for some var arrays for position. The cube by itself causes terrain 1 to be removed and created based on player position. The idea is to have only one terrain cell at a time using rendering resources. The water shader was added yesturday. The terrain uses the terrainmultimtl shader in version 6.4.2, I edited it to make the shading mask a regular blended texture, I am working on adding more texture layers to that shader. I added sprites(the weeds)that are created using vec_for_vertex in a function that will later include player position to save fps. I planned the positioning in med by observing the heightmaps which I created in photoshop. The terrain cells are seemlessly aligned(the textures might make you think otherwise). As for the rocks, don't make fun of my rocks( I spent a whole 5 minutes on them), I will be adding pixel shader code for them as well as most level entities, fallback tecniques and default textures etc....As you may see the level is in bad need of art work. Thanks to Ello and test dummy for the background and player model. Warning, the pics are 1600x1200!!!
Here is the link
http://zovera.com/page8.htmlI thought I would add this to get some people interested in working with me. I can handle most of the programming and I am tired of working alone with the entire workflow on my shoulders...loool. If you are interested in working on a project that can include this one, whether for experience or as a partner in crime please pm or e-mail me at
defiant@zovera.com CHEERS!