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

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40
votes
5answers
4k 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 ...
34
votes
3answers
20k 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 ...
22
votes
4answers
2k 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 ...
18
votes
4answers
764 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 ...
13
votes
3answers
2k 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. ...
13
votes
2answers
10k 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
5k 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 ...
12
votes
3answers
1k 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 ...
12
votes
1answer
1k 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 ...
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 ...
11
votes
1answer
469 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 ...
10
votes
1answer
955 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 ...
10
votes
2answers
3k 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: ...
8
votes
1answer
668 views

What is “ROAM” related to terrain rendering?

I saw it mentioned on this question, but no one explained what it is.
8
votes
2answers
937 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
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, ...
7
votes
2answers
771 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 ...
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 ...
6
votes
3answers
476 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? ...
6
votes
2answers
359 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 ...
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 ...
6
votes
1answer
683 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 ...
5
votes
2answers
718 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 ...
5
votes
1answer
177 views

Two graphical entities, smooth blending between them (e.g. asphalt and grass)

Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into ...
5
votes
1answer
669 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 ...
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 ...
4
votes
2answers
605 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 ...
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 ...
4
votes
1answer
801 views

How is the terrain generated in Commandos and Commandos game clones/look-alikes?

The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone ...
4
votes
1answer
197 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) ...
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 ...
3
votes
2answers
502 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, ...
3
votes
2answers
87 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 ...
3
votes
1answer
147 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
116 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
1answer
501 views

Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL. I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
3
votes
1answer
960 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. ...
3
votes
2answers
557 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: ...
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
748 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 ...
2
votes
2answers
891 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
2answers
2k views

Dynamic Terrain Texture

I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with ...
2
votes
1answer
597 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. ...
2
votes
4answers
474 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 ...
2
votes
1answer
157 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 -->| ...
2
votes
1answer
278 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
1answer
822 views

Voxel terrain rendering with marching cubes

I was working on making procedurally generated terrain using normal cubish voxels (like minecraft) But then I read about marching cubes and decided to convert to using those. I managed to create a ...
2
votes
0answers
58 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 ...
2
votes
0answers
136 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
1answer
580 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 ...