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Terrain digging by point and radius

Terrain digging must be implemented in such a way that:

  • Terrain digging can be performed with two parameters:
    • The exact position to dig, in floating point precision.
    • The dig radius, in floating point precision.

A circle is then dug from the terrain (as close to as possible, given the block resolution), given point and radius.

Implement quadtree "bitmap-style" terrain

The current terrain implementation uses MSTerrain in the Farseer library. However this has very poor performance and the implementation itself is quite buggy.

A new class will be implemented such that:

  • It uses no geometric shapes.
  • Each point in the terrain is represented by 2 possible states - 'ground' or 'air'.
  • Rather than storing an entire bitmap pixel-by-pixel, the terrain will be represented by a quad-tree data structure. This way, large segments of 'pure-ground' can be represented by a single rectangle to reduce the memory impact.

Investiage:

  • Investigate if this class can be hooked into the Box2d/Farseer system by wrapping the object with a Body. Collision-detection methods of the Body will be overridden to make checks on this terrain class.

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