Terrain Modeling?

First off, I realize that there are a few topics about this general problem but I'm not sure how to approach it in my situation…



I have a complete model of the inside of a space ship in wings3d… this model has a floor, walls, ceilings, and all the interior static goodies.  The original plan was to drop characters inside the model and do collision checking to make sure they can't get out from any direction.  Now, I'm not sure this is going to work…



1)  Can you implement running along with constant collisions with the floor without a lot of hassle? (even for a large number of objects?)

2)  It would ultimately slow down level development, but would it be better to make some sort of leveled trimesh for each floor?

3)  Is it possible to have deformable terrain in 3d? (like the terrain block in 3d?)



Thanks bunches…



(I would post pics but I don't have an online image storage account, too lazy  ;))

themaheri said:

1)  Can you implement running along with constant collisions with the floor without a lot of hassle? (even for a large number of objects?)

Have a look at TestObjectWalking and others in jmetest/intersection, it should give you a general idea about a possible approach.
themaheri said:

2)  It would ultimately slow down level development, but would it be better to make some sort of leveled trimesh for each floor?

That would definitely save some collision detection cpu cycles, but there are a couple of tradeoffs to take into account. You have named one, others are longer development time and  possibly less flexibility in level design.
themaheri said:

3)  Is it possible to have deformable terrain in 3d? (like the terrain block in 3d?)

Of course it is! You just have to update the TerrainBlock's vertexBuffer accordingly. But keep in mind that not all shapes are possible with a heightmap based terrain mesh.