Used to describe the physical geography of a location. This can include elevation, slope and orientation of features.
-3
votes
2answers
124 views
Terrain Generation - Advanced [closed]
I need to generate terrain. Easy enough you might say, but I need to create Biomes if you will(Can't link of another name) lakes. Trees and on a height map.
So I have really no idea how to use a ...
5
votes
1answer
105 views
What methods are there for representing 3D terrain?
I'm making a terrain system which needs to be procedurally generated and would like to know my options. So far I know of: Height-field terrain, Vector-field terrain, and Voxel terrain. Is there ...
2
votes
1answer
108 views
How to blend biomes with procedural terrain
I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion.
...
0
votes
1answer
43 views
Computing uv coordinates on a sphere approximated from an octahedron
Right now I'm texturing the octahedron with the formular from wikipedia(Finding UV on a sphere): UV Coordinates Wikipedia
That unfortunately leads to heavy distortion right at the beginning, which of ...
0
votes
2answers
68 views
Moving camera along generated terrain?
I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain?
Thanks
-1
votes
0answers
71 views
Tile-Based Platformer Seed Terrain Genration [closed]
I'm planning to make my game generate infinity using a seed, but how would that work? I want the terrain to generate while the player walks. When the player starts, it generates a random seed and ...
3
votes
2answers
210 views
Generating terrain using Marching Cubes
I searched around the web but I found nothing that could help me, so I'm asking here.
I'm trying to procedurally generate terrain using the marching cubes algorithm, and I can generate a mesh. The ...
1
vote
0answers
45 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?
...
0
votes
0answers
43 views
Importing materials along with terrain from Bryce
I've created bunch of terrain in Bryce, and I've managed to import the most basic part of it without any fuss. However, anything more complex (mountains, etc) cannot be imported without the material ...
6
votes
2answers
481 views
Cave generation with Perlin worms
I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves.
I found the method of Perlin Worms in this thread, which generates really nice ...
3
votes
1answer
86 views
Enhancing ambient occlusion via vert colors on vertex lit scene
We have a deformable terrain surface. Initially ambient occlusion was baked, but since the terrain can deform in real time, this approach isn't practical anymore. Therefore we used vertex paint to ...
-1
votes
1answer
352 views
Voxel terrain engine [closed]
Is there some voxel frameworks or extensions for game engines like Unity?
I really need a system to dynamically generate voxel ruinable terrains.
2
votes
1answer
127 views
How do I improve terrain rendering batch counts using DirectX?
We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
1
vote
3answers
156 views
XNA seams between 3d primitives in tiled terrain
Every time I draw two primitives side by side, in this case two quads, I always get this seam-like tearing effect right along the sides of them. I'd like to think there is just an easy fix, but the ...
0
votes
0answers
95 views
Terrain Multi-texturing Approaches
I've read numerous articles about how to render terrain and most of them approach it from a vertex/polygon perspective with respect toward level of detail. But what I continue to find myself ...
7
votes
2answers
192 views
Movement on a curved planet surface
I'm looking for a solution for moving a variety of objects over the uneven surface of my planet. The idea is that I will have a number of objects that follow the planetary landscape moving about in ...
2
votes
0answers
160 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] ---> ...
1
vote
2answers
299 views
How to create a walkable 3D terrain
I want to make a terrain for a RPG game that I'm developing. I started modeling the surface and implementing it to my game, but now I realized that i might be doing everything wrong. So I would like ...
3
votes
2answers
310 views
2D destructable terrain with collisions in MMO
Task
What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine.
Basically lets say ...
2
votes
1answer
230 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
2answers
219 views
Working with chunks of terrain
Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
3
votes
1answer
176 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
0answers
175 views
Changing Ogre3D terrain lighting in real time
I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that ...
12
votes
2answers
704 views
Smooth Voxel Terrain
As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain.
If you haven't seen it before, here:
So as you can ...
24
votes
3answers
1k views
Algorithms for rainfall + river creation in procedurally generated terrain
I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
0
votes
1answer
261 views
Octrees and Vertex Buffer Objects
As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them.
...
12
votes
1answer
596 views
Demystifying “chunked level of detail”
Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
6
votes
4answers
449 views
Generating triangles from a square grid
I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square ...
1
vote
1answer
222 views
Rendering different materials in a voxel terrain
Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
7
votes
1answer
330 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
2answers
2k views
How do I render terrain in a 2.5D perspective, like in the game Don't Starve?
I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. ...
2
votes
2answers
341 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 ...
1
vote
1answer
241 views
Saving a list of points into a text file
I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here:
http://pastie.org/5408655
That works well enough ...
1
vote
1answer
122 views
Terrain square loading
Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5
1 | 2 | 3
4 | 5 | 6
7 | 8 | 9
So whenever you cross the border you ...
3
votes
0answers
473 views
Unity: how to apply programmatical changes to the Terrain SplatPrototype?
I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field).
The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...
2
votes
2answers
715 views
Dynamic Terrain Texture
I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain?
I've had a think about it and I've come up with ...
4
votes
1answer
606 views
2D Tile Game - Smooth Biome Terrain Transitions
While working on my 2D tile based game, I encountered a problem. I use Perlin Noise to generate the terrain. Some biomes (Desert, Forest, etc) have different flatness values depending on terrain, ...
0
votes
0answers
268 views
Rendering a big game universe - bitmaps or vector graphics?
I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc).
I am starting to ...
-1
votes
1answer
254 views
GPU based procedual terrain borders?
I'm working on a game that preferably should feature a combination of designed and procedurally generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given ...
6
votes
2answers
515 views
Hills in a topdown game
I'm making a top down rpg game and was wondering if it was possible to show hills on a map instead of having everything completely flat. I've thought about changing to an isometric view, but if it can ...
10
votes
2answers
876 views
Why are trees shining in background?
Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but ...
3
votes
1answer
163 views
Dirt compression from vehicle tires
So I kinda have this working but its not correct because it just averages, so I wanted to know if anyone here has any ideas.
I'm trying to simulate loose dirt compression under the tires of a vehicle ...
5
votes
2answers
687 views
Diamond-square terrain generation problem
I've implemented a diamond-square algorithm according to this article:
http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2
The problem is that I get these steep cliffs all over the map. It ...
3
votes
1answer
404 views
How is the terrain generated in Commandos and Commandos game clones/look-alikes?
The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone ...
3
votes
1answer
289 views
2D Motocross physics
I'm looking into making a 2D motocross bike game with plausible physics.
It should look like this:
For a first try, I've created only the player (a motocross driver) and the map (consisting of ...
2
votes
1answer
429 views
Multi-textured Terrain?
How would I accomplish multi-textured terrain? I need to know how to write the HLSL shader for it. The world already UV maps itself and I can get it to do 1 texture at a time. But I want more than 1 ...
3
votes
1answer
290 views
Simplex Noise flat land and hills
I'm using the simplex noise to create Minecraft like terrain.
I can only achieve hills like this.
Does anyone know how to use simplex to make more dynamic landscapes?
2
votes
1answer
244 views
Parallelizing creation of geometry chunks in minecraft-like game
In my game I separate creation of chunks into two stages. The first is where I generate the heightmap using simplex noise and the 2nd is when I create the actual vertex buffers. I do it like this so ...
5
votes
2answers
531 views
How to remove floating terrain when generated with 3D Perlin Noise?
I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes.
My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
3
votes
2answers
1k views
Map tile terrain transitions with 3-4 different types
Making transitions between two different tiles is a fairly well understood problem. The easiest way is to look at the 0.5, 0.5 and use the resulting 4 corner points to select a transition tile, as ...

