Terrain rendering is the visual representation of 2D or 3D landscapes.

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3
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1answer
406 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 ...
1
vote
1answer
125 views

Making Cave system in Unity 5

I know there are many threads about this but none of them seems to work for me and I spent like 2 days already on that problem. Things that I've checked: http://wiki.unity3d.com/index.php/...
2
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2answers
113 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
131 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 ...
1
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0answers
47 views

Regional Variation with Perlin Noise

I used Game Maker to construct a 3D terrain using Perlin Noise. Since I wanted to create an island, I set the noise function to return a value between 0 and 128. Then I checked each point and ...
0
votes
1answer
87 views

How can I efficiently render a large, zoomable world map?

We are looking to develop a grand strategy PC game in Unity with a world map similar in scale to Crusader Kings 2 and Europa 4. We want to add more details to the map so that we can stand out ...
0
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0answers
37 views

How to determine which chunks to load/unload when moving through an infinite voxel terrain

I'm implementing a smooth voxel terrain engine in C++. The terrain is split into same-sized rectangular 'chunks'. After I moved chunk generation and loading into a background thread, I don't have to ...
1
vote
0answers
47 views

Renderering problem with flat terrain

i was testing out my game engine last night, but stumbled across this unexpected result. Here is a picture: As it appears, it is renderering 1 triangle and not renderering the other triangles. I ...
0
votes
1answer
71 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, ...
45
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5answers
7k 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 ...
0
votes
1answer
49 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
124 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
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0answers
28 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
1answer
174 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 ...
4
votes
1answer
197 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 ...
15
votes
4answers
24k 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 ...
2
votes
1answer
120 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
461 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 ...
19
votes
2answers
2k 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 ...
7
votes
1answer
712 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
461 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 ...
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 ...
6
votes
2answers
351 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) ...
48
votes
3answers
36k 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 ...
2
votes
1answer
212 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, ...
0
votes
1answer
655 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
284 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
550 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
3k 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
154 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
365 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"; ...
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 ...
1
vote
0answers
283 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 ...
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? The ...
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
922 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
383 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 ...
12
votes
3answers
3k views

Why are there lines in between my tiles?

I'm making a top down XNA game. The maps are created by tiles. A problem I recently noticed is a 'grid' of lines between the tiles. It only shows up sometimes and only depending on the camera ...
0
votes
1answer
122 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 ...
3
votes
1answer
166 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 ...
3
votes
2answers
840 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 ...
4
votes
1answer
894 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 ...
1
vote
1answer
626 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 ...
6
votes
2answers
666 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 ...
2
votes
1answer
418 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 ...
2
votes
0answers
257 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
317 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
480 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 ...