# Tagged Questions

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.

543 views

### Need simple 3D terrain render with big texture map

I have a 1000 x 700 height map I have a 1000 x 700 texture map I did something very similar about 8 years ago: Using XNA. Unfortunately, when I bring up this old project and convert it to Visual ...
39 views

### Linear Gradient with angle forumla

EDIT: Ok so the question here is how to you generate a linear gradient along a vector. Here is the function i'm looking for: function CreateGradient(x,y, x1,y1,x2,y2) { // x and y are the point ...
69 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 (std::...
24 views

### Average height of any point in a shape

Super quick intro. I am making a terrain generator (With a MC exporter mostly to debug). For the islands I am creating a map with points, and create a Voronoi diagram from it. Each intersection (Where ...
35 views

### Calculating a matrix to have the model follow terrain

So I've been messing around with 3D graphics in Java (using lwjgl), and I've hit a bit of a roadblock. I have a heightmap and a cube, and I want to find a way to have the cube rotate to follow the ...
117 views

### Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
841 views

### Heightfield terrain in ASCII games?

Is there a good way to represent variable terrain using heightfields (or heightmaps) in an ASCII game such as a Roguelike?
1k views

### How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
261 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 ...
63 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++){ ...
41 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 ...
196 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 ...
189 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 ...
160 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 ...
50 views

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, ...
225 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 ...
53 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 ...
64 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 ...
24k views

### How can I make huge terrains in Unity?

How can I make extremely huge terrains in Unity? It seems like I can set width and length to large values. But the Heightmap resolution only goes up to 4097 and the Detail resolution only goes up to ...
1k views

### Arrays for a heightmap tile-based map

I'm making a game using in C# and Javascript that uses a map which has tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm ...
90 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 ...
56 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 ...
454 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 ...
110 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 ...
72 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, input....
8k 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?
241 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?
5k views

### Generate islands/continents with simplex noise

Managed to get something like this using a simplexnoise port i made from the original javacode to php: Used some tips from other post: Understanding Perlin Noise basically, lowered the frequency ...
2k 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 ...
620 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 ...
173 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 ...
415 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 ...
289 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: http://www.reddit.com/r/gamedev/comments/1g4eae/...
846 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, ...
653 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 ...
530 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 ...
4k views

These lines work (compile fine): float4 offset = HeightMap.Sample(HeightSampler, input.Texcoord); input.Position.xyzw += float4(0, 1, 0, 0); These do not (any use of offset together with input/...
572 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, ......
135 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 ...
891 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 angles....
361 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 ...
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] ---> ...
267 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 ...
121 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 ...
894 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 ...
1k 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 ...
122 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 ...
559 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 ...