The terrain rendering tag is used for questions about the creation of terrain.

learn more… | top users | synonyms

0
votes
1answer
67 views

How do i make floors of varying height in OpenGL?

So I am currently working on a small Game(/engine) in OpenGL and I want to build a little world editor. Nothing too fancy: Just some functions to add objects to a scene and manipulate them (rotation, ...
0
votes
1answer
44 views

OpenGL: Generating a single square with a Quad Strip

I am currently trying to create a terrain generation system (for my 3D game) with OpenGL 2.1. The way I am doing it requires the creation of a massive 2D square that consists of multiple smaller ...
5
votes
1answer
101 views

On a 2D generated terrain what is the easiest way to pick tiles for the shoreline?

If I have a two-dimensional array with ones and zeros for water and land respectively how do I choose what shoreline tile to use according to the water and land tiles surrounding it? The shoreline can ...
0
votes
0answers
18 views

LWJGL use only a part of a (blend-Map)

I have the following problem in my game: I created my terrain by an heightmap and a blendMap (for the color). The problem is, that now, when i made the terrain really big, i have a big performance ...
0
votes
2answers
64 views

Render terrains depending of the player position (Chunks)

Well, I have an array with all the terrains. How do I render them? I just add them to a List of terrains that are sent to the Renderer. There, every terrain of the list is rendered. The problem is ...
1
vote
1answer
67 views

LibGDX Box2D texture on dynamic generated body

I'm creating a game that is similar to hill climb racing. I've generated the ground and now I want to add texture to the ground. Here is a screenshot of a game Here is my code (I create ground using ...
4
votes
1answer
150 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
0
votes
1answer
169 views

deformable terrain

I'm currently working on a 3d sandbox mmo and would like to know what would be the best way to store the terrain of the world. I was thinking about making some kind of mesh, like the kind you would ...
1
vote
1answer
85 views

How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
1
vote
1answer
322 views

Can I export a model and texture from a terrain file built in Unity3D?

I am mostly familiar with building my level maps within unity, and have become quite use to its inbuilt terrain creator, in both generating my terrain, and spraying a texture on to it. I am making a ...
7
votes
1answer
513 views

Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
0
votes
2answers
339 views

How does Minecraft render chunks? [duplicate]

I'm writing a simple Minecraft like game to test out a few world gen algorithms and to learn more about OpenGL. My first render code was glBegin() ... glEnd() style. Very ineficient and slow. I ...
18
votes
2answers
1k views

How can I implement a short-cut grass effect?

I've been looking at some screenshots from games like Rocket League and FIFA: and I started wondering one would achieve the short-cut grass effect. Is it a shader? Is it actual geometry? Or ...
11
votes
2answers
3k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
0
votes
1answer
578 views

How to load and render PhysX 3.3 heightfield

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...
1
vote
0answers
258 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
2
votes
1answer
196 views

How to use ROAM algorithm to adapt terrain's mesh?

I have a hard time understanding the idea behind ROAM algorithm "Real-time, continuous level of detail rendering of height fields" Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, ...
1
vote
0answers
122 views

XNA: Working with primitives and tessellation [closed]

I was working with primitives in XNA (since I have limited knowledge with 3D and modelling), and I have 3 similar questions below: Question 1 I was reading up on terrain tessellation in an article ...
2
votes
1answer
507 views

Quadtree vs multiple resolution grids for terrain rendering

I have been thinking about quad trees with regards to terrain rendering. From my understanding the basic functionality of quadtree terrain rendering is to frustum cull the terrain in such a manner: ...
1
vote
1answer
2k views

Unity3D: terrain object's textures flickering on long distances

I'm making RTS project on Unity3D. I created terrain with Unity's standard Terrain tool, and added textures of grass, mood etc. on it. Then, for creating "man-made" objects of terrain (roads, ...
0
votes
1answer
144 views

How do I construct the planes for my camera's frustum?

I'm trying to get a handle on frustum culling, but I'm not quite there yet. I have a camera in three-dimensional space Camera position (cx, cy, cz) rotation (tx, ty, tz) fieldofview ...
0
votes
2answers
363 views

terrain not properly rendering

I'm extending the terrain quad with resources from various tutorials and have the following code: public class WorldTerrain extends TerrainQuad { public static final String NAME = "terrain"; ...
1
vote
0answers
264 views

Adding rivers to procedural generated terrain [closed]

I have an heightmap generated using libnoise (c++). I am loading it from the babylon.js framework (3dWebGL). I have my heightmap image file and also a river position image file, also generated using ...
0
votes
0answers
39 views

How can I transform one triangle into another triangle with HTML5 Canvas? [duplicate]

Given a triangle I'm searching for the canvas transformation to transform it into an other Triangle with the corner coordinates (A,B,C) Input triangle: Red Triangle: A'=(0,0) B'=(80,80) C'=(0,80) ...
1
vote
2answers
812 views

libgdx: How do you remove a cell from TiledMap?

I am making a Terraria-style sidescrolling game with an open world. I am using a TiledMap to render all of the tiles. If I want to remove a tile, like if it is broken, how would I stop it from being ...
1
vote
1answer
158 views

Can I render some vertices as an object instead?

I am generating vertices at runtime that represent terrain. I've always drawn the vertices as triangles with GraphicsDevice.DrawUserPrimitives<VertexPositionColor>, but I'm wondering: Can ...
3
votes
2answers
367 views

Loading chunks of the terrain relative to the player's position

I'm making a small voxel-based multiplayer WebGL game with a Node.JS server which handles player positions and sends terrain chunk data to the clients. This is an example of how I'm currently sending ...
0
votes
1answer
115 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 ...
7
votes
3answers
1k views

How can I create a shader that will reproduce this lighting effect on terrain?

Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?). Is this a (bumped) specular map? ...
4
votes
1answer
723 views

Marching cubes and LoD

I have and octree based world constructed (on the start) via marching cubes with certain density function to make a terrain (variations on noises). The terrain is rater smooth, it is not like ...
3
votes
1answer
157 views

Why am I getting a mirrored mesh out of my data structure?

I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a Perlin noise height map, as well as a function to generate a river. The problem is that the ...
2
votes
1answer
375 views

Proper updating of GeoClipMaps

I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that I just can't seem to understand, specifically this paragraph, and more ...
6
votes
2answers
349 views

How can I support the creation and rendering of both interior and exterior environments?

Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) ...
2
votes
1answer
406 views

How can I clean up and smooth out procedurally generated terrain?

I am experimenting with procedural content generation, and starting with generating terrain from fractional brownian noise. The terrain produced looks fairly realistic, but has many artifacts and ...
1
vote
1answer
589 views

How to manage frustum culling

I have a spherical clipmap based planet terrain. The entire planet is made from a ring geometry of 1 unit which the vertex shader moves to cover the entire planet of 6 million unit radius. But the ...
2
votes
0answers
242 views

Mapping heightmap to spherical clipmap

How would you map the points on a spherical clipmap to a heightmap? My coarsest clipmap has an outer radius of PI and an inner radius of PI/2. My coarsest heightmap goes from -PI, PI on the x axis and ...
-2
votes
2answers
309 views

Procedural World Generation [duplicate]

How does Minecraft generate it's texture (ex. which block is grass and which one is stone)?
-1
votes
1answer
465 views

How is destructable terrain made in SDL?

I'm looking for terrain that gets removed in chunks (like in Worms, of instance). How do you do this in SDL?
19
votes
4answers
1k views

How to prevent “underwater sight” in games

In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
2
votes
4answers
997 views

create terrain with some vertical cliffs, natural arcades, caves using octree

I am about to start creating the first terrain. I would like to create a terrain with vertical cliffs, natural arcades and caves. For instance in one point the terrain might look like this. I want ...
4
votes
1answer
2k views

Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape ...
5
votes
1answer
2k views

Generating a physics body for 2D Worms-like Terrain

I wrote a processing sketch that generates hills for a scorched earth clone, like this: I'm trying to figure out how to make this a physics object in libgdx, but I'm having problems figuring out ...
0
votes
1answer
97 views

rendering a dynamic sized rock

I am developing a 2d mobile game that has a large deformable terrain (a lot like worms). I am rendering the terrain using a gray scale bitmap (in a fragment shader) which serves as a texture position ...
17
votes
1answer
7k views

Which is the best LOD method for planet rendering?

I'm currently working on my thesis, it is an engine to render terrains of planetary size. I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
2
votes
1answer
255 views

unlimited (wraparound) 3d terrain

How can I create a wrap around unlimited 3D terrain: To make it clear: If I step out of terrain in (1) or (A) I want to get to (2) resp. (B) |B V +----------+ 2 -->| ...
6
votes
2answers
651 views

Best practise for representing large spaces in a scene graph

I'm attempting to represent a procedurally generated world in a scene graph, specifically in the Jmonkey engine (Jme3). To make this managable I have broken up the world into smaller chunks. Each ...
4
votes
2answers
1k views

Techniques for reducing terrain shader complexity

My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following: ...
2
votes
3answers
2k views

Methods of procedural terrain generation that can work using DirectX 9 (SM2.0)?

I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
-6
votes
1answer
901 views

Java 2D tile map and rendering it [closed]

Please help me! I am thinking of generating different terrains environment every time the game loads again. But i am thinking of loading or drawing a image containing all the units like river, land ...
1
vote
1answer
201 views

Mixing Bump mapping and Detail mapping

I wonder if I create bump mapping for my terrain is it good to add detail mapping too? Does such mix improve realism or make it even worse (because there is "too much" of it)? If this improve realism, ...