|
|
@@ -174,7 +174,8 @@ Here is how you create the heightmap object in your jME code:
|
|
|
|
|
|
. Create a Texture object.
|
|
|
. Load your prepared heightmap image into the texture object.
|
|
|
-. Create an AbstractHeightmap object from an ImageBasedHeightMap. +It requires an image from a JME Texture.
|
|
|
+. Create an AbstractHeightmap object from an ImageBasedHeightMap. +
|
|
|
+It requires an image from a JME Texture.
|
|
|
. Load the heightmap.
|
|
|
|
|
|
[source,java]
|
|
|
@@ -433,6 +434,7 @@ Can you combine what you learned here and in <<jme3/beginner/hello_collision#,He
|
|
|
You have learned how to create terrains that are more efficient than loading one giant model. You know how to generate random or create handmade heightmaps. You can add a LOD control to render large terrains faster. You are aware that you can combine what you learned about collision detection to make the terrain solid to a physical player. You are also able to texture a terrain “like a boss using layered Materials and texture splatting. You are aware that the jMonkeyEngine SDK provides a TerrainEditor that helps with most of these manual tasks.
|
|
|
|
|
|
Do you want to hear your players say “ouch! when they bump into a wall or fall off a hill? Continue with learning <<jme3/beginner/hello_audio#,how to add sound>> to your game.
|
|
|
+
|
|
|
'''
|
|
|
|
|
|
See also:
|