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Quadtree Terrain Rendering System with Simple Features: C++, OpenGL, SDL

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QuadtreeTerrain

Quadtree Terrain Rendering System with Simple Features: C++, OpenGL, SDL

YouTube Video: https://youtu.be/CqmJ9Szk7-o

Topic: Object-Oriented C++ integration with SDL and OpenGL for Agent-Based Modelling (ABM)

Author: Eugene Ch'ng Academic Blog

Purpose: Prepared for the ERC Advanced Research Grant 'Lost Frontiers' Scalable Agent-Based Modelling Team Training.

Audience: For students and researchers needing a quick approach to learning agent-based modelling foundation for C++ and OpenGL

INTRODUCTION

The code presented here is now a 'systems-level' development, as a continuation of the series of C++ code in my repositories for the ERC 'Lost Frontiers' Advanced Research Grant. The Quadtree Terrain System is composed of a set of decoupled classes, each for managing objects within the ABM system:

  • main.cpp - main code tying everything together
  • QTTerrain.h/cpp - a terrain rendering system
  • TerrainQuadTree.h/cpp - a quadtree datastructure used for managing the procedural terrain
  • Camera.h/cpp - a simple camera for moving around the virtual space
  • Grid.h/cpp - a simple grid used for orientation
  • MoveableOnQTTerrain.h/cpp - an agent used for skating on the surface of the quadtree terrain

Quadtree Terrain Features

  • Procedura terrain rendering based on a viewrange of the camera, and level of detailing based on distance
  • Terrain functions for calculating surface normals, raycast intersects of planes, etc.
  • A quadtree datastructure built for generating boundaries, quadtree layering, vertice indices, etc.

SYSTEMS INTEGRATION AND SCALABILITY

ACKWNOWLEDGEMENTS

“This project has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme ( ERC funded project No. 670518 LOST FRONTIERS)”

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