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 ...
12
votes
2answers
702 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 ...
4
votes
1answer
605 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, ...
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 ...
5
votes
1answer
651 views
Infinite 2D Terrain
I was wondering how to create infinite 2D platform terrain. I've read about perlin noise and I have an idea I'd like to illustrate below.
However, I have no idea how to achieve this. Are there any ...
0
votes
1answer
189 views
Creating a vertexbuffer to define vertices arranged in a grid with the view for easy editing later
I'm using the marching square algorithm (2D version of marching cubes) to generate vertices.
I end up with vertices arranged in a grid.
I want to enable destructible terrain, and the way i was ...
3
votes
3answers
643 views
Non-GPU Noise for 2D side-view terrain generation?
I really couldn't find a correct answer while scowering all the forums for Noise Generation.
My goal is simple, I really want to have two distinct layers for my terrain, a white layer representing ...
12
votes
1answer
3k views
Terrain Generation for Tile-Based 2D Platformer
I'm currently working on a tile-based 2D platformer similar to Terraria in some ways, although I'm having difficulty with the terrain generation. I have some basics done, although they do not come out ...
1
vote
3answers
732 views
Optimizing perlin noise generation
I have a perlin noise generator as shown below.
public class ImprovedNoise
{
private const int GradientSizeTable = 256;
private readonly Random _random;
private readonly double[] ...
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 ...
5
votes
2answers
2k views
Rendering multiple textures on a terrain in XNA / C#
I am working on a terrain in XNA/C#. My intention is to be able to render multiple textures on the ground across the terrain. However, all tutorials like this are only capable of doing it with about ...
4
votes
2answers
654 views
Engine with Terrain and Indoor Areas (BSP-like)
I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there.
I ...
