20 June, 2011

The challenge of triangles

A few people have pointed out that using a triangle based system for one of the planes in a sandbox system will be rather difficult.  It does indeed seem that square based tessellations seem to be dominating the scene as of right now in games like Minecraft and it's multitude of clones.  It makes sense as in 3d environments you will usually think of 3 main orientations, being X, Y, and Z.

So in thinking of how to work in this type of environment I think that splitting the Y into 2 sets of planes will be the best option.  One plane will be 30 degrees from Y and the other 30 degrees the opposite direction (330 degrees on the 360 scale).  Then the points at which the X series of planes on the Y axis would occur would be approximately .866  (the square root of 0.75).  Because I plan on using the standard square tessellation for the XZ and YZ planes both X and Z will have the standard 1 unit.  Of course this is much easier written than done, but if I am successful then a whole new set of indie games would be possible.  

1 comment:

  1. Pics or it didn't happen (won't know how well it works until it can be visualized).

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