A raster image which can depict a 3D environment through mapping out the height at every point. Can be thought of as a mechanically consumeable form of topographical map.

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-1
votes
0answers
31 views

OpenGL - Camera movement have a latch when I move from a cell to another [on hold]

Hello everyone I'm developing a OpenGL game using c++ and GLFW + GLEW libraries. I've generated a terrain from a Heightmap and now I'm trying to move on it calculating the height of the camera (y ...
0
votes
0answers
30 views

Java lwjgl 3D custom terrain shape

I have a Terrain class that generates a terrain with 2 nested for loops, one for vertices, and one for indices. for(int i = 0;i < WIDTH;i++){ for(int j = 0;j < HEIGHT;j++){ ...
1
vote
0answers
37 views

Cell height with heightmap for collision detection

Hello everyone I'm programming a game with c++ and openGL. My world is generated from a heightmap (100x100 matrix with values 0-255) and now I need a function that returns the actual height based on ...
3
votes
1answer
92 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
-1
votes
1answer
116 views

How to create a minecraft style world that is based of a heightmap

for my game I am trying to create a minecraft style world that is based of a heightmap that I made In photoshop. I am trying to make the map like 7km and 1 cube is 1m. but i haven't found a way to do ...
3
votes
1answer
42 views

adding radial gradient to heightmap results in jagged edges

I am trying to implement a simple heightmap editor. In this editor, you can elevate the terrain by clicking on a spot in the heightmap, and holding down the mouse button. This will little by little, ...
2
votes
1answer
46 views

Cannot connecting texture to heightmap using mapped uniform location

In my shader program, I have my attributes and uniforms added to a map for each. What I have displayed is a heightmap, but cant seem to connect the graphic texture to display. mUniformList ...
5
votes
2answers
133 views

Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
7
votes
3answers
236 views

Why can't I patch my procedural terrain together?

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
1
vote
0answers
54 views

HeightMap from a graph

This is just a toy experiment. I laid out a graph in 2d space, so that every node has x and y coordinates. I'm considering degree of a node as a height value at position x and y of a height map. I ...
1
vote
1answer
36 views

Heightmap using Simplex noise with octaves: help with parameters and interpretation

I've found a few pieces of code around, where Java code for Simplex noise (based on this widely quoted paper) was coupled with octaves to get a heightmap. However those classes/snippets are NOT in the ...
1
vote
0answers
65 views

Climate / weather generation on 3d hex map

I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
4
votes
3answers
138 views

How to fill in crevices on a height map

I am a very experienced iOS Developer, but I am beginning my very first foray into 3D graphics (specifically with SceneKit). I'm trying to model a planet, and I have it working with a height map ...
1
vote
1answer
48 views

Heightmap, how can i prevent bad odd numbers

I am building my world-editor for my game. I've noticed, that, no matter how i implement the heightmap, i'll end up with dumb odd numbers in calculations. For example, lets take a HeightMap of 4x4 ...
1
vote
1answer
85 views

Simplex noise heightmap

I'm currently working on a game with an "infinite" programmatically generated terrain. The terrain is being generated by creating a heightmap using simplex noise. I've followed a tutorial and ended ...
0
votes
0answers
65 views

How to sample png heightmap in HLSL

I am working on simple parallax shader and I have problem with sampling height texture for value. My aproach amples texture and give me RGB values of picture: tex2D(TextureHeightSampler, ...
5
votes
1answer
303 views

Height field/Shallow water eqation water simulation with ground height

Hey guys I found a lot of tutorials on 2D height field/swe water simulation but I have yet to find one that takes into account of ground height, i.e. http://zejiazheng.com/?p=87 The overall water ...
0
votes
3answers
184 views

How do I convert a greyscale height map to .3ds format? [closed]

I was given some height maps to use for game development, but they are in grayscale PNG format. How can I convert them to 3DS format?
2
votes
1answer
318 views

How can I compute a “steepness” value for height map cells?

Here's a question related to height map generation. From a 2D height map I want to produce a second map, I guess you can call it sort of a derivative map, which shows the "steepness" of all the ...
0
votes
1answer
306 views

Directx: HLSL Texture based height map. (Shader 5.0)

I'm trying to implement a GPU based height map the simplest (and fastest) way that I know how. I passed a (.png, D3DX11CreateShaderResourceViewFromFile()) texture into the shader, and I'm attempting ...
2
votes
1answer
203 views

Weird effect when generating gradients for height map

I am experimenting with generating height maps using radial gradients and perlin noise, using a technique I found here: ...
3
votes
1answer
166 views

How can a team work together to assemble a large world map?

I recently played a open world FPS game with a large and dense game world, in a single map like this. It contains many objects, roads, rivers, trees, houses, rocks, hidden places, NPCs, etc... all ...
1
vote
1answer
650 views

Triangles go missing as Z changes

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256. With this data, ...
0
votes
1answer
506 views

How to load and render PhysX 3.3 heightfield

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...
0
votes
1answer
402 views

Why does my modern OpenGL heightmap render as line segments instead of faces?

I'm brand new to OpenGL and have been trying my hand modern openGL. A few days ago, I tried to create some terrain by using a heightmap stored in a grayscale 32-bit BMP. I am using SDL 2.0, GLEW and ...
0
votes
2answers
122 views

LWJGL Framebuffer Texture Problem

I am trying to get a terrain rendering system I wrote a while ago with LWJGL. This terrain rendering system is quite simple: a quad mesh is split as the camera moves closer to it, each time a new quad ...
0
votes
1answer
700 views

UE4: Apply texture on landscape based on angle

I am creating a material for my landscape. I know that one could for example use the landscapes heightmap as a mask to apply textures at certain heights, but I want to apply textures at certain ...
1
vote
1answer
408 views

Collision between player and heightmap

Im programming a small project, an opengl height map. It is build of triangles, which points are fit to the right y position (read out of an image). The player is represanted by a cuboid. (p1, p2, ...
4
votes
1answer
285 views

Simple Water surface simulation problems (GDC2008 Matthias Muller- Hello World)

Im attempting to implement a simple height field water surface simulation outlined in Matthias Muller's GDC 2008 talk. "http://www.matthiasmueller.info/talks/gdc2008.pdf" I can't seem to see why it ...
0
votes
2answers
246 views

How do I merge quads to simplify a heightmap?

I'm trying to improve my frame rates. My map has an area of 200 * 200 vertices, where each vertex has a height. 200 * 200 = 40000 vertices per frame. I'd like to create a method to simplify the ...
0
votes
1answer
117 views

Heightmaps with several textures

I got a full functioning heightmap loader, however I can only use one texture. Now I want to implement more textures (like diffrent textures depending on heights ect, Possibly a structure that makes ...
1
vote
1answer
703 views

Problem calculating normals for heightmaps

So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...
0
votes
1answer
110 views

Height map renders upside down and/or backwards

After following the tutorial found here:http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/VertexBuffer_and_IndexBuffer.php The code at the bottom of this page is what I am using. (I have ...
2
votes
0answers
92 views

Framebuffer Heightmap Performance Problems

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
1
vote
1answer
448 views

How can I extract the RGB color data from a TGA image?

I am working in OpenGL, and I am trying to create terrains using height maps. I am using my own functions to load a TGA image, and in order to pass data to heightmap vertex shader I need to retrieve ...
11
votes
5answers
6k views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
1
vote
1answer
197 views

2d array to calculate height for player in heightmap?

I'm trying to work out how to do so my player position takes into the account of the floor so if I generate a floor that is hilly when I walk I won't walk through the heel. The problem is that I'm not ...
8
votes
1answer
527 views

Using a Higher Precision (than 8-bit unsigned integer) Buffered Image for Heightmaps in Java

I am generating a heightmap for every quad in my quadtree in openCL. The way I was creating the image is as follows: DataBufferInt dataBuffer = ...
3
votes
1answer
511 views

Heightmaps on the GPU

Originally I was doing all terrain calculations in a vertex shader and simple modifying the positions of the vertices from there. I would now like to use normal maps and I cannot think of any way of ...
2
votes
1answer
964 views

Heightmap and Textures

Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im ...
1
vote
0answers
29 views

XNA - Wrap heightmap around sphere [duplicate]

I have an idea for a small game which would generate random 3D planets. I already have found a way to create a random heightmap in XNA ...
1
vote
2answers
64 views

Defining lines from a heightmap

To a pixel shader of a 2D game, I'm passing a 1-row heightmap that holds the height in UV coordinates of evenly distributed points throughout the texture I'm drawing, but as for n points there will ...
-1
votes
1answer
750 views

Simplex noise 3d map generation [duplicate]

I've just started learning 3d stuff and want to make minecraft clone, cause cubes are easy ( I hope ) :) Arleady wrote chunk creation, menagement and displaying and want to generate nice terrain, but ...
0
votes
1answer
347 views

Heightmap implementation in javascript question, a 2D water heightmap

I have a height map function from GPU Gems 2 Chapter 18, where they're generating a set of B/W pixels from this equation: H(x,y,t) = Σi=0N h ( Axi x + Bxi,  Ayi y + Byi,  Ati x + ...
2
votes
2answers
419 views

How to determine character's foot contact point on a uniform triangle mesh terrain?

For a terrain that is modelled by a heightmap with a uniform triangle mesh, what are some techniques I could use to determine the contact point of the foot of a character standing on the terrain? ...
5
votes
1answer
1k views

Smoothing Heightmap Data

I've made a Heightmap Generator that creates island heightmaps like in this picture: I am dividing the grayscale ( 0 - 255 ) into 4 diferent parts ( water, sand, gras and forrest ) and after ...
-3
votes
1answer
141 views

procedural height map that changes

This a a weird question. I'm making a game in unity. I have a grid of columns and the height of the columns is changing (lerping) randomly (just cus it looks cool!) I was wondering could I ...
-1
votes
1answer
196 views

Creating physics in xna

I am creating a racing game using visual studio 2010 and xna 4.0. I'm trying to create some simple physics so my car sticks to the heightmap I have created within my game world and the model adjusts ...
4
votes
3answers
2k views

Collision detection with heightmap based terrain

I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> ...
-7
votes
1answer
420 views

Heightmap VS actual model of environment [closed]

I've been looking at 3D environments for games and I would like to know (case by case) which would be the best fit for development. The types in question are between heightmaps or a model of an ...