Glayve hope you enjoy it

Salut,
Mes premiers pas avec three.js

https://glayve.com/demo/relief/
https://glayve.com/demo/dernier_vol_richthofen/animer_dans_3_dimensions.html
https://glayve.com/demo/plan3D/historial3D.html
https://glayve.com/demo/fort_de_la_conchee/
https://glayve.com/demo/tank/mark_IV.html
https://glayve.com/demo/FT17/animer_un_tank.html
https://glayve.com/demo/lee_enfield/
https://glayve.com/demo/thiepval/presenter_la_carte.html
https://glayve.com/demo/thiepval/presenter_les_salles.html
https://glayve.com/demo/thiepval/presenter_les_services.html

And more later.
Hope you enjoy

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Could you describe what we’re seeing here a bit more?

I understand that terrain map data is involved, and height-map data is used to construct geometry, but I’m not sure what else is there and what is the goal of the project.

Other than that, looks very smooth and runs well - great job!

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Hi Usnul,
Merci beaucoup !!!
Well, i can try to give more details about these projects but you know, i’m french and i don’t speak and write very well english.
So , i understand you talk about 1st link
https://glayve.com/demo/relief/

This project was the first one i’ve made about topography.
I work for a museum, i’m in charge of multimedia.
The museum is about ww1.
In ww1, lot of battles in differents locations.
The topography of the battlefields have a very high importance in the strategy, human losses, …
Educational service (teachers in the museum), guides, historical services, historians, … who works in the museum ask me to find a way to display terrains and trench maps in 3D.

I can’t use a tool or an API to do it. (if the users conditions change, if it’s free at beginning and change after, …) I have to stay independant.
My annual budget is 0. (in Euro, Dollars or Yen, as you want).
My job is at half-time.
And i have to find something who work well, in a minimum of time, and someone must be able to replace me.

It’s why i have choosen to use three.js (Quick, efficient, flexible, …)

It’s very important to understand This project don’t use an height-map to construct geometry.
Why don’t use height-map bitmap ?
Because i want to have accuracy and a good link between each tiles of the map. You can test with an height-map bitmap, it’s not really good. Links between each tiles are really bads.
(i said a tile, but in three.js it’s PlaneGeometry)

It use Esri ASCII data. SRTM Data – CGIAR-CSI SRTM
Look this site to have an exemple, files must be .asc
Data are numbers. Each number correspond to an elevation of the ground at a location (a latitude and a longitude).
And i can easily put these numbers in a server and deform the mesh

With numbers (elevation) and a link to a location (lat,lon) , stored in a server, i can play with.
The idea was
1 PlaneGeometry, with 9 widthSegments and 9 heightSegments give me a mesh with 100 nodes.
Each node of the mesh represent a location, so i can deform all nodes in Z to generate the relief.
It’s not heavy, and i have a perfect link between all tiles.

Why lot of tiles and not a big one tile ?
If i want to move on a map, i’m limited by the size of the map, and if i want to generate a new part of the terrain, i have to wait a lot of data (server asked with ajax)
But with a grid, made with 10 x 10 PlaneGeometry ( or 12 x 20, …) , and each PlaneGeometry have
9 widthSegments and 9 heightSegments, if i move in the North, i can append new tiles in the North, and delete some tiles in the South.
It’s light, quick because small tiles load small textures images quickly.

I can explain more but i didn’t know if you want more informations.

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