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Friday, January 21, 2011
 

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Frictional Games Explores The Undergrowth
6:00 AM | Cord Kruse | Comment on this story

Frictional Games has published a new blog article featuring information about terrain rendering for an unnamed upcoming project. The blog details the difficulties involved in adding grass and other small vegetation to the terrain, and gives readers a glimpse behind the scenes of game development.

After a little break with updates on the rendering system, holidays and super secret stuff, I could finally get back to terrain rendering this week. This meant work on the final big part of the terrain system: Undergrowth. This is basically grass and any kind of small vegetation close to the ground.

As always, I started out doing a ton of research on the subject to at least have a chance of making proper decisions at the start. The problem with undergrowth/grass is that while I could find a lot of resources, most were quite specific, describing techniques that only worked in special cases. This is quite common when doing technical stuff for games; while there are a lot of nice information, only a very small part is usable in an actual game. This is especially true when dealing with any larger system (like terrain) and not just some localized special effect. In these cases reports from other developers are by far best, and writing these blog posts is partly a way to pay back what I have learned from other people's work.
Click on the link below to read more.

Frictional Blog: Tech Feature - Undergrowth
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Amnesia: The Dark Descent
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• Frictional Games Explores The Undergrowth6:00 AM
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Archives  News  Frictional Games Explores The Undergrowth