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Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

Post news Report RSS OffTheGrid terrain: terrain mesh simplification revisited

We recently dramatically improved our terrain detail while optimizing the game at the same time. Here's how it works!

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What is OffTheGrid terrain?

OffTheGrid is a terrain technology we developed to bring detailed terrain data to in-game resolution without losing much detail. Below you can see a comparison between heightmap terrain (left), and OTG terrain (right). The OTG terrain is actually using fewer polygons.

Grid comparison

How does it work?

We start with a high-polygon terrain, and iteratively discard the least important polygon edge (as defined by Dr. Michael Garland's quadric-based polygonal surface simplification algorithm) until we get down to our in-game polygon count target. We then apply the normals and color map from our high-polygon terrain onto our simplified mesh. Here is a wireframe image showing how OTG terrain uses less polygons by choosing them more carefully.

Grid comparison

Why do we care?

With traditional heightmap terrain, it is only possible to accurately represent soft, rolling hills - small details like rivers, sand dunes, and cliff faces are all smoothed away by the grid. Using OffTheGrid terrain will allow us to portray a much wider variety of environments than we could with heightmap terrain. Here is an example of a small mountain detail that is destroyed by the grid (left). Please keep in mind this is just our base terrain mesh -- we are going to add vegetation, detail maps, and other environmental detail on top of this.

Grid comparison

Now that we have an effective technique to create an efficient base mesh, do you have any other ideas for how we can improve our terrain? I have a few ideas, but I'm not sure which is the most important.(permalink)


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Post comment Comments
NullSoldier
NullSoldier - - 973 comments

Everytime you post an update it makes me want to buy your game just for the engine and modding tools.

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DarkJee
DarkJee - - 18 comments

well, why don't you buy it? :O you can mess with the engine in those alpha weekly updated when you preorder

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jeffr Author
jeffr - - 383 comments

By the way -- the Overgrowth icon you see on the main moddb.com page was contributed by Tim Soret: Timsoret.com

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MechanicalPaladin
MechanicalPaladin - - 585 comments

I WANT TO MARRY YOU!
..or maybe not but I still want your SDK :)

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Armageddon104
Armageddon104 - - 3,128 comments

Very nice :D

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HANDofKANE
HANDofKANE - - 219 comments

I'd buy the game for the game,

... and then when I'm done living into the role of Turner, I'd mod it and make stuff, u guys are great!

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awesomepossum
awesomepossum - - 997 comments

Very clever!

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SinKing
SinKing - - 3,119 comments

I feel the same like NullSoldier, though that sounds a bit disrepectful towards the uniqueness of your game itself.
If we pre-order, when can we expect to try out the engine? I have no time for anything but my project(s) at the moment, but come fall I would love to get my hands dirty with that editor.

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jeffr Author
jeffr - - 383 comments

We've been giving people weekly alphas for the past 6 months. ;) If you preorder, you can try the engine as we develop it. Now is the best time to preorder, because this is when we need the most support -- we have no investors and are funded by your preorders.

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Assaultman67
Assaultman67 - - 848 comments

I may just buy it now >_> ...

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Pelf
Pelf - - 109 comments

Same here. I really want to get my hands on those modding tools.

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Dragonlord
Dragonlord - - 1,934 comments

Tried that technique 3 years ago too but ditched it due to a couple of nasty catches ( well, it's still available in the form of Terrain Meshes if people want to use it ) so test it well to see if it fits your needs. One of the problems had been memory consumption. This tech eats roughly 9-18 times more harddisk and GPU RAM ( depending if you use compressed vertices and aggressive chunking to avoid int indices ). And roughly 10 times more memory consumption on the GPU can be a show stopper especially for already large data ;) . But if you don't plan to go too high on the size of the terrain it should work. What's the target GPU ( RAM wise )?

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jeffr Author
jeffr - - 383 comments

David can answer more in detail on the implementation details, but the terrain is only a 2.2mb object file and it is actually more efficient than our previous terrain tech. We can store much more detail in the same number of tris and FPS actually increases using this new compression technique.

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SinKing
SinKing - - 3,119 comments

Ok, count on me! Hope our support helps you finish this project.

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Jesternz08
Jesternz08 - - 410 comments

interesting technique, makes me wanna go for some graphics programming right now.

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PierreOfTheFrench
PierreOfTheFrench - - 320 comments

Amazing as always.

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chris_sloany
chris_sloany - - 2,830 comments

awesome idea! looks fantastic!. will u b able to adjust how much detail you want, how much mesh, and can u adjust dynamic shadows. i.e sky brighting, SSAO, and toher stuff such as fog?

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Assaultman67
Assaultman67 - - 848 comments

Its really interesting that you used a normalmap on a terrain mesh ... i wonder how far that tech could be pushed ...

How detailed can the ground get ... could you say use one normal map to render features on the mountains (macro normal) and use another one to render the roughness of the ground right under you (micro normal)

For example, have a "micro normal" map only render a couple feet out (this would be a tiled normal transposed on the macro normal) , while discretely blending out at a distance to the "macro normal" only? ...

I guess you would have to implement a third map that indicates micro normal regions though (like what map goes where) :/ ...

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CallmeMic
CallmeMic - - 11 comments

Wow thats awesome O.O !

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Dra6o0n
Dra6o0n - - 534 comments

I wonder if someone can make use of the engine to give players the ability to change terrains... Ingame!

Like excessive force to certain terrains will make them sink or if you use magic or "something" to raise the terrain...

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Assaultman67
Assaultman67 - - 848 comments

That's been done before :/ ...

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-Kwah-
-Kwah- - - 37 comments

Lots before.

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-Kwah-
-Kwah- - - 37 comments

But anyhow. I'm impressed.

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