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 article RSS Feed Overgrowth Terrain Part 2

Terrain is something that's tricky to get right in games, Wolfire have done their best and they have created something quite extraordinary.

Posted by Silverfisk on Jan 2nd, 2009

Just like many other games, Overgrowth's terrain is generated from heightmaps. The easiest way to convert a heightmap to a terrain mesh is to place the vertices on a regular basis creating a grid. But this isn't the optimal way to generate terrain as it's not possible to create more detailed shapes this way (see following pictures for examples). That's why Wolfire decided to go off the grid with the terrain in Overgrowth.

Off the Grid Terrain

Off the Grid Terrain

So instead of basing the terrain on a grid, the vertices are placed on an irregular basis. There are at least two advantages with this; firstly, since real terrain isn't based on a grid, it looks more realistic and natural. Secondly, it's much more optimized, there doesn't have to be lots of vertices in flat places, so those vertices can be used where they are needed instead.

But where are they needed? Well, Overgrowth features high detail texture maps to give detail to the flatter parts of the terrain, the places where some extra vertices wouldn't be noticed at all. The places where those vertices would be noticed though is on the ridges, peaks, valleys and creases, simply places where the terrain is shifting a lot.

Off the Grid Terrain

And that's exactly where they go and as you can see the result is very satisfying, making the silhouettes of the sand dunes look very detailed and realistic.

Thank you for reading and stay tuned for more.

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Post comment Comments
cachiporrin Jan 2 2009, 10:42pm says:

first post yay!, haha just kidding, please remember to join the steam groups

+3 votes     reply to comment
VulpineComplex Jan 2 2009, 10:59pm says:

Very nice news formatting.

+3 votes     reply to comment
Bird_of_Prey Jan 5 2009, 12:25am says:

This is really starting to shape up nicely. Keep it up!

+1 vote     reply to comment
ausbushman Jan 5 2009, 10:41pm says:

I really admire that you guys are going into the effort to create a smart technology behind the game. Good on you all for doing so.

Can you perhaps post some performance comparisons when adding optimisations like this?

Cheers :)

+1 vote     reply to comment
Silverfisk Author
Silverfisk Jan 7 2009, 12:25am replied:

What they've optimised here is not the framerate but the usage of the vertices. So instead of using lots of vertices in flat spaces they've optimised the vertex usage to put the vertices where they are needed the most.

This brings a higher detail level without any performance loss.

+1 vote   reply to comment
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