0
votes
0answers
40 views

Height Map Mapping to “Chunked” Quadrilateralized Spherical Cube

I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller ...
0
votes
0answers
106 views

How best to apply Quad-tree based LOD to terrains loaded in a paged fashion?

I am working on a game that has a fairly large outdoor terrain. Since I need to load parts of the terrain into memory based on view distance, I have split the terrain into a grid where each cell is a ...
0
votes
1answer
66 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
2answers
241 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? ...
4
votes
3answers
764 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] ---> ...
2
votes
1answer
520 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 ...
3
votes
1answer
323 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 ...
7
votes
1answer
528 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 ...
2
votes
2answers
608 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
2k 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 ...
13
votes
2answers
12k 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 ...