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

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4
votes
2answers
822 views

Using Python what is the best way to perform heavy tasks in the background?

I'm generating large amounts of procedural map data on the fly, however my game engine doesn't rely on them to render the scene and I'd like to build it on in the background and pop it into the world ...
1
vote
3answers
977 views

Any ideas on reducing lag in terrain generation?

Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm ...
1
vote
1answer
321 views

Are there any preexisting maps for a Minecraft-like level I could use in my engine?

I am working on a tiny cube-based engine like Minecraft. I was wondering if there is a way for me to get large blocky terrain in a text format that I can use for rendering on my engine? I don't want ...
22
votes
4answers
3k 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 ...
17
votes
3answers
3k views

What is a good algorithm for fractal-based procedural city layout?

Background I run a minecraft server where I'm going to design a starter city of fairly large scale. I have a series of things, like rule signs and mob cages, I would like to put in buildings there. ...
11
votes
1answer
502 views

What are some current techniques for rendering deformable landscapes?

What are the current techniques than can be used for efficiently rendering 3D heightmap-based deformable landscapes? For example, in the non-deformable landscape problem, ROAM used to be the way to ...
3
votes
3answers
1k views

How did they do it: Trine 2.5d terrain?

How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have ...
7
votes
5answers
3k views

2D Procedural Terrain Generation - Guaranteeing connectedness?

I'm working on a 2D platformer in XNA. One of things I'd like to be a main design characteristic is procedural content generation. The first step of that is to procedurally generate the terrain. So, ...
40
votes
3answers
24k views

How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
10
votes
2answers
4k views

Quadtree terrain splitting - I don't get it

Most of the papers i've read base their terrain in some form or another on a quadtree. See this at page 38: ...
5
votes
3answers
2k views

How can I generate a terrain heightmap from the perlin algorithm?

How can I generate a terrain heightmap from the perlin algorithm? I am trying to make a terrain generator (like World Machine). This is the source code I have for the perlin. The only thing that I ...
1
vote
1answer
394 views

Perlin noise example the same on CPU as GPU?

I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
5
votes
1answer
724 views

Perlin noise - copying the algorithm on the CPU?

I have successfully made a Perlin noise algorithm on the GPU. It works as expected, and generates great results. Now, as part of the physics calculations in my game, I need to replicate the exact same ...
14
votes
3answers
13k 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 ...
1
vote
3answers
850 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[] ...
13
votes
2answers
6k views

Heightmap, Voxel, Polygon (geometry) terrains

In relation to Heightmap, Voxel and Polygon (geometry) terrains: What are the main differences between all these three? Can you form a "smooth" terrain with Voxels, I mean, can you for example get a ...
1
vote
1answer
195 views

Error inserting new pass entry into PassGroupRenderableMap

I started playing around with terrain and I am getting this assertion in QueuedRenderableCollection::addRenderable: "Error inserting new pass entry into PassGroupRenderableMap" I am trying to find ...
8
votes
2answers
989 views

Render rivers in a grid

I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant ...
7
votes
1answer
2k views

XNA Quadtree with LOD

I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start ...
3
votes
2answers
526 views

How to deal with procedural terrain, pre-load or real-time calculation?

I have developed an algorithm that generates 2D terrain coordinates for my iOS 2D game. This may be a possible visual output: The coordinates are stored in a 2D array. mVertices[i][0] = ccp(sx, ...
0
votes
2answers
7k views

How do I create a big multiplayer world in UDK?

I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen ...
4
votes
3answers
3k views

Voxel heightmap terrain editor

I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
0
votes
1answer
572 views

Simple Terrain Grid (not working)

I know yall are probably going to hate me.....but I can't figure out what im doing wrong, im trying to make a SIMPLE Vertex Grid (for Terrain) but I get a black screen for some reason And I can't ...
10
votes
1answer
1k views

Simple Terrain Rendering

For some reason I can not find a good example of terrain rendering, as in like "bare bones". Im reading Introduction to game Programming with DX10, and i've seen some other tutorials....but they all ...
3
votes
1answer
1k views

(real) 3d map rendering in wpf without an engine - how to handle the map data?

I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question.. I have map data (in several formats, and many files) ...
3
votes
2answers
776 views

Help with “Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral.” needed

I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I ...
0
votes
1answer
403 views

Need help drawings planets in Java

I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) ...
2
votes
2answers
921 views

XNA Seeing through heightmap problem

I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a ...
2
votes
1answer
643 views

Rendering skybox in first person shooter

I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. ...
6
votes
2answers
1k views

Smooth terrain rendering

I'm trying to render a smooth terrain with Direct3D. I've got a 50*50 grid with all y values = 0, and a set of 3D points that indicate the location on the grid and depth or height of the "valley" or ...
1
vote
0answers
538 views

XNA 3d Terrain using rectangular elements [duplicate]

Possible Duplicate: Creating a 3D map for XNA ? I am developing using XNA, a simple 3d tower defense game. I wanted create a 3d terrain. Here is how I am doing it: fundamental element ...
3
votes
1answer
1k views

State of art shadowing technique for OpenGL on isometric terrain?

What's the most efficient way of creating shadows for object on a isometric terrain with OpenGL and JOGL? Note that this terrain is not flat and is not heightmap generated. Think it as another model. ...
7
votes
2answers
840 views

How to orient a surface normal to a cubic surface

The immediate question is: in HLSL, how can I orient a surface normal generated in UV space so that I can apply it to a cube face? The overall project is that I'm trying to build a procedural planet ...
5
votes
2answers
773 views

what options do I have for rendering “large” terrains?

I am trying to design a game with some interesting features but one question I have is regarding terrain. I want a terrain that will make for a very large game world, and I want to be able to have ...
11
votes
3answers
2k views

Pretty open source game/rendering engine?

It might be outside the domain of open source (as there isn't much in the way of open source games that would want/need to implement all these) but is there an existing open source game or rendering ...
9
votes
1answer
722 views

What is “ROAM” related to terrain rendering?

I saw it mentioned on this question, but no one explained what it is.
41
votes
5answers
5k views

What's the newest trend / method for terrain rendering? [closed]

The last time I checked in on terrain rendering, ROAM was the new hotness. Yes, that was a long time ago. I liked ROAM a lot, though, because it was extremely simple to program, and gave pretty ...