curved_ruler,
@curved_ruler@mastodon.gamedev.place avatar

How would you write what vertex the cursor points to on a heightfield terrain?

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@curved_ruler My go-to solution is usually a quadtree with each node storing (min,max) height in this node, and then raymarching it, entirely skipping a node if the ray doesn't intersect the node bbox.

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@curved_ruler Btw even without a quadtree, raymarching a grid directly is extremely fast, and you can get away with it for average-sized terrains.

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