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.

learn more… | top users | synonyms

14
votes
3answers
18k 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 ...
12
votes
2answers
1k views

Heightmap-based Terrain with a Road

What's the best way to implement a detail feature, like a road, on a heightmap-based terrain? Update: It's a bit hard to see in the image, but the road descends from the top of the quarry to do its ...
9
votes
5answers
4k 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?
8
votes
1answer
504 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 = ...
7
votes
1answer
668 views

Is 1 pixel of a height map representative of 1 vertex on the mesh?

I'm trying to get my head around heightmap terrain generation. If I have a plane say 64 x 64 verts will I need to create a 64px by 64px greyscale heightmap in order to displace the geometry of the ...
7
votes
1answer
3k views

Sidescroller variable terrain heightmap for walking/collision

I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me ...
5
votes
4answers
863 views

How would I go about implementing a globe-like “ballish” map?

I am new to 3D development and I have this idea of having the game world like our globe is - a ball. So, there would be no corners in the map and the game is top-down RTS game. I would like the camera ...
5
votes
3answers
2k views

Height Map vs 3D Model Mesh

I'm currently working on a 3D PC game (written in C++ and DirectX 9.0) and I'm trying to find the best way to store level data in the memory. The game's action takes place under the ground, so ...
5
votes
2answers
962 views

Arrays for a heightmap tile-based map

I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get ...
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 ...
5
votes
2answers
4k 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 ...
5
votes
2answers
2k views

Control diamond square algorithm to generate islands/pangea

I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center ...
5
votes
1answer
137 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 ...
4
votes
3answers
731 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? Thanks!
4
votes
3answers
4k views

Voxel heightmap terrain editor

I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
4
votes
1answer
513 views

Heightmap generation

I want to implement something like this to create a heightmap: 'Place a group of coordinates evenly across a map, and give them height values within a certain range. Repeatedly create coordinates ...
4
votes
1answer
252 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 ...
4
votes
1answer
805 views

Heightmap Physics Optimization/Improvement

I'm working on implementing the physics surrounding a player walking on a heightmap. A heightmap is a grid of points which are evenly spaced on the x and z axes, with varying heights. The physical ...
4
votes
3answers
1k 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] ---> ...
4
votes
1answer
781 views

Island Generation Library

Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've ...
3
votes
1answer
3k views

Why can't I add a float4 read from a Texture2D.Sample in the Vertex Shader?

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 ...
3
votes
1answer
482 views

Dealing with edges on spherical heightmapped terrain

This is the problem I'm having: where the height has been applied to the vertex, the edge of each face has been pushed apart. I was wondering how I can best deal with this issue? I read elsewhere ...
3
votes
1answer
1k views

Drawing a depth map properly

I want to render a depth map by importing it from a file, then creating an array of vertices and indices, and then displaying it using a basic shader (just apply the view and projection matrices on it ...
3
votes
1answer
144 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 ...
3
votes
1answer
444 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
2answers
972 views

XNA Seeing through heightmap problem

I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a ...
2
votes
1answer
161 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 ...
2
votes
1answer
153 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: ...
2
votes
2answers
686 views

How to get the height at a position in a triangle

I have a heightmap, and I store the heights in a giant array. However, when I move, it's quite choppy on the Y-axis, so I need a way to get the height at a certain point in a triangle. I currently ...
2
votes
2answers
801 views

What is the best way to “carve” a terrain created from a heightmap?

I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in ...
2
votes
2answers
891 views

How to interpolate a height-map with normals

My Task I want to interpolate a heightmap by using the normal of each nearby point of the heightmap which is calculated before. When having 4 Points before i gonna have 9 points after it. ( See this ...
2
votes
2answers
1k views

Calculating vertex normals on the GPU

I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: ...
2
votes
1answer
826 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 ...
2
votes
2answers
365 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? ...
2
votes
1answer
761 views

Spherical procedural terrain shader based on slope

I've created a spherical terrain object out of 6 sphere projected (normalised) planes, each plane has been heightmapped post to being normalised. I'm looking to create a CG shader which will ...
2
votes
1answer
575 views

Help me to fine tune my diamond-square algorithm

Check this map i generated: I seeded a sine wave to act as a mountain range. The lower portion of the sine wave looks fine, but the upper side is thin, the algorithm did not do its magic there ...
2
votes
0answers
85 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
52 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 ...
1
vote
1answer
3k views

How does Terrain following work on height map?

I'm writing a 3D world game which consists of a terrain map (generated by brownian motion algorithm) and a simple avatar. My goal is to make the avatar move smoothly between points of different ...
1
vote
1answer
304 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, ...
1
vote
1answer
292 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 ...
1
vote
1answer
384 views

Heightmap in Shader not working

I'm trying to implement GPU-based geometry clipmapping and have problems to apply a simple heightmap to my terrain. For the heightmap I use a simple texture with the surface format "single". I've ...
1
vote
1answer
284 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, ...
1
vote
1answer
494 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 ...
1
vote
1answer
616 views

3D Collision help

I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I ...
1
vote
1answer
165 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 ...
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
vote
0answers
188 views

loading a heightmap as texture in shader [closed]

I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I ...
0
votes
3answers
119 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?