Blitzwerks Terrain is a plugin for DarkBASIC Professional and Dark GDK which allows you to import high detail terrains into your games and render them at very high speed. It is able to handle very large landscapes and it is able to render them quickly through multiple cameras, making HDR and water much faster.
Blitzwerks Terrain also offers the ability to modify terrains in real time which is useful when you want to create your own editor or make craters appear on your terrain where an explosion has just happened.
Reduce detail from far away areas using Level of detail rendering - This reduces the amount of detail drawn in the distance allowing you to add detail into areas which are near to the player. This will greatly improve graphics and speed of your games.
Render scenes using HDR or water quickly with Blitzwerks Terrains fast multiple camera support - Blitzwerks Terrain uses an update once render many system. So you can set which cameras are at the same position and Blitwerks Terrain only update the terrains only once for all the cameras. This will improve speed of rendering terrains when using multiple cameras.
Make editors or blow craters in your terrain with the real time terrain modification system - This includes a number of brush commands to easily and quickly edit the geometry of terrains. It is so fast, you can edit every vertex on a terrain at the same time.
Blitzwerks Terrain uses a custom rendering engine which is specially designed to render terrains - Blitzwerks Terrains rendering engine uses quadtrees to work out which parts of the terrain should be rendered and in what order very quickly. It also manages when it should draw its vertex buffers allowing super fast LOD switching, frustum culling and front to back draw order.
Reduce detail from areas which are flat using detail reduction - Detail reduction merges polygons together which are in a flat area. This reduces the amount of vertex processing the graphics card should do, improving the speed of your games.
Exclude parts of a terrain which cannot be seen with an exclusion map - simple monochrome image which shows which areas cannot be seen (ie, under buildings) so Blitzwerks Terrain will know not to render anything there, improving render speed.
Please note that Blitzwerks Terrain requires DarkBASIC Professional version 7.6 or higher. Alternatively you can use Blitzwerks Terrain with the latest version of Dark GDK.
Blitzwerks Terrain is a plugin which allows you to load and render high detail terrains at very high speed. Blitzwerks Terrain features level of detail terrain rendering along with its own rendering engine to provide super fast terrain rendering.
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Blitzwerks Terrain is distributed electronically. You must download this product. Download instructions are sent after purchase.
Blitzwerk Terrain videos
Download the source code to the Blitzwerks Terrain Demo program.
Released 28th March 2011. The following problems have been resolved:
Fixed GetGroundHeight when using Reduction.
Fixed normals facing the wrong way.
Fixed huge terrains to not be able to modify the entire terrain.
Fixed crash when terrain with lots of exclusion is modified.
Fixed BT FlattenTerrain making holes instead of flattening.
Fixed crash when deleting terrains.
These new features have been added:
Automatic Rendering - These get rid of the need to call any updating/rendering commands in the main loop. The updating/rendering commands has been said to be the most complicated part of Blitzwerks Terrain.
Terrain Painting - You can now paint your terrain. This is useful for adding blast effects or creating editors. It talks directly to directx to update the texture so its very fast.
Smoothing / Quad reduction - In the past these features were either on or off. You can now set how much you want.
BT_MakeTerrainObject - This gets rid of the need to call BT MakeSectorObject on every sector to get collision working. This simply makes one object with the sectors set as different limbs. I have updated the collision example to use this feature.
Collision Objects - Now update when the terrain is modified. This allows physics engines to realistically respond to when a hole has just formed under some dynamic objects.