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This screenshot shows the 1 projectile with 1 particle system shooting
hundreds of particles.

Multiple projectiles can be shot out.

Hundreds of projectiles with hundreds of particle systems with thousands
of particles. Program still runs
fairly fast.

Particle system without a projectile.

Putting it all together: terrain + projectiles + particles.
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The terrain is randomly generated every run, but can be saved as a
heightmap if you ever wish to store the height data.

Regardless of what direction you move in, terrain data will always be
different.

This image is a capture of the program when the blocks are made larger by
a factor of 2. The land is much smoother and changes much slower with
respect to distance along the grid.

This image illustrates what happens when the interpolation is turned off
and the terrain is generated independantly of the surrounding blocks.



These three images show the capabilities of this generic height mapped
terrain. The Shrodinger Wave Equation can be put in to simulate a rift in
the earth, or an exaggerated earthquake. More simply, it could represent a
ripple in water.
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