How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have overhangs and cliffs. If it is polygon-based (I assume it is), how in the world would you texture the whole thing?
Notice how it's not very symmetrical and has lots of depth:
Answer
They use the same models again and again in Trine. They use a lot of batched rendering. Because of their unique camera angle, a lot of the meshes get culled with frustum culling.
The levels are hand-made by artist. They are just very good at re-using the same models over and over again.
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