Llamma has kindly let me join the team working on his jME Terra terrain engine, and I would like to try to get a better handle on what ways people use the so called "terrain" part of the scene graph. This is by no means a call for design requirements, just a place to pool some of the collective knowledge and experience of the jME community.
Please answer any of the following: (feel free to duplicate others answers)
In general terms, what does "terrain" mean to you? How about "map"?
What kind of game, or program, do you use terrain in?
How large is your terrain? map? world?
What view(s) do users have of the terrain? (eg ground level, fly-by, free-cam, pure top-down)
For large maps, how do you limit the view distance, if at all? (eg fog, trees, hills)
In what ways does your terrain change? (eg static states/animated, predictable/unpredictable)
:D Thank You from everybody who finds this information usefull!
What momoko_fan said, basically. Only I currently don't use fog (partly because I don't like it, and partly because I haven't implemented it in my terrain shaders yet). And I am using jmeterra for loading/LODing/unloading the terrain - that might be another difference.
In general terms, what does "terrain" mean to you? How about "map"?
Terrain represents the ground and ground textures, and map represents all static objects on the terrain (however may be destructible)
What kind of game, or program, do you use terrain in?
Anything with some relation to the outdoors.
How large is your terrain? map? world?
Probably approximately 12000-18000 units square, with each unit representing a meter, and a maximum view distance of ~6000
What view(s) do users have of the terrain? (eg ground level, fly-by, free-cam, pure top-down)
Third person/First person
For large maps, how do you limit the view distance, if at all? (eg fog, trees, hills)
A mixture of all three, with fog simply being used if trees and hills dont block the view.
In what ways does your terrain change? (eg static states/animated, predictable/unpredictable)
I would like to be able to stick explosion marks/footprints etc on the terrain texture (haven't worked out how thats going to work), but other than that, it will be pretty static.
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