As a simulation game enjoyer, I want to be able to look at realistic landscapes while flying a simulated plane, so that the experience is as realistic as possible and so that I can be immersed in the simulated virtual world.
Background:
A procedural generated terrain based on global height data and global color data will add another layer of immersion to our simulation.
Height map / Color map data is available on the internet
This is needed to give the simulated plane a virtual world to explore in.
Requirements:
Must be performant in generating terrain mesh
Data required for the terrain must be streamed to avoid long blocking times (frame spikes)
Terrain must look realistic
Dependencies:
Texture streaming from web
Tasks (not including dependencies, which will be the main time sink to get to this issue):
Stream image data (texture) onto local machine based on coordinates (virtual space to real world space). The texture data must be the correct location (may move to separate issue)
Consider using existing open-source terrain generators Here
Using the terrain generators, use a tiling method to load terrain in "chunks". This is similar to popular "infinite" procedural terrain generation methods seen in games like Minecraft.
Apply textures to terrain, ensure UV is correct. And develop shaders for terrains.
Estimate:
4 weeks in total for the four tasks
Acceptance criteria:
The terrain is realistic, resembling real world terrain.
Terrain generation is seamless without causing any performance hit.
Terrain generation can generate an infinite number of chunks and can see terrain off to the horizon.
User Statement:
Background:
Requirements:
Dependencies:
Tasks (not including dependencies, which will be the main time sink to get to this issue):
Estimate:
Acceptance criteria:
Definition of done: