Tagged Questions
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 ...
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 ...
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
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 ...
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 ...
5
votes
2answers
1k views
3D terrain map with Hexagon Grids
I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer ...
0
votes
3answers
402 views
Checking for collisions on a 3D heightmap
I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are ...
0
votes
2answers
293 views
Collision, then what?
I know how to check collision for example 2 spheres. But my question is how do I use the collsion response in a good way?
How do I make my character unable to walk in to the Sphere? I've got to the ...
22
votes
4answers
2k views
Where to start when building a 3D terrain editor?
I'm looking to build (for start) a simple tool, that could raise, lower, smooth and texture the terrain.
So, what are the things I have to go through in order to make such terrain editor?
And maybe ...
0
votes
1answer
429 views
What 3D engine supports real-time editable 3D terrain loaded in from a server?
I'm currently having a problem choosing an engine for a game project I have since a few years.
What I'd need is to be able to load a terrain from a remote server (which I can take care of) and display ...
2
votes
4answers
811 views
Alternatives to distance fog
I'm looking for some ideas/algorithm name for alternative to distance fog.
I'm playing around an "infinite" terrain engine. I can't draw the whole map because there are no borders and I don't like ...
6
votes
4answers
6k views
Generating island terrains with Simplex Noise (C#/XNA)
I've got one little question: Is there any code or sample which shows how the simplex noise works? I cannot find anything about it... How should I implement it, without the knowledge how the algorithm ...
