m3nace wrote:not enabling the player to watch the cave from different angles as some of them would look really awkward
This makes no sense, are you thinking of a sprite?
A model is 3d, by the very nature of it you can look at it from more than one angle.
m3nace wrote:models are mostly for linear-based games
What is a linear-based game?
A game based on lines?
Like line rider?
I think you might mean a game with closed levels that you have a specific path through, like Half-Life 2? In which case they don't draw the whole building because you'll never see the top of it, efficient.
m3nace wrote:most use voxel editing in open worlded games
You mean Voxels?
As in:
http://en.wikipedia.org/wiki/Voxel#Computer_gaming
There are about 10 games that actually use Voxels, Voxel Editing doesn't really make any sense in the other billion games that are released each year. If you were talking about making arbitrary meshes using Voxel Editing tools only inside the editor rather than actually using Voxels in game I could kind of see what you meant.
m3nace wrote:far from everyone in the industry uses models for caves
m3nace wrote:so no, not everyone in the industry use models when it comes to caves
I never said "Everyone uses models for caves in industry" in my experience it's common, when I've seen caves in games, and played with them in editors, I'm often playing with models.
m3nace wrote:dual heightmapping is mainly mmo oriented
I actually have no idea how a terrain system is mainly mmo orientated, nor do I really have any experience with dual heightmapping. Heightmapping is however very common, but will not produce caves by itself.
But honestly, if you want caves in Overgrowth, make a model.
Unless m3nace has a better idea that we can implement with the tools we actually have.