Used to describe the physical geography of a location. This can include elevation, slope and orientation of features.

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1
vote
2answers
765 views

In GLSL is it possible to offset vertices based on height map colour?

I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map -> In my vertex shader I am trying to offset the position of the Y ...
2
votes
1answer
83 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
1answer
374 views

How to march tiles together like in Terraria?

I've been trying to get tile marching to work like in Terraria, and I got something to work. I don't think it's actually very good way of doing this, so I'm wondering what would be really the main way ...
2
votes
2answers
179 views

What is “terrain mesh generation” exactly?

I'm new to computer graphics and need to know and understand what the "terrain mesh generation" is? I read about "terrain", "mesh", "terrain generation" but can't find an article named "terrain mesh ...
2
votes
1answer
299 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
688 views

Marching Cubes Terrain [closed]

For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
4
votes
4answers
369 views

Wall penetration

I have a terrain with geometry that is fairly ridged. I needed to make sure the player didn't enter the world geometry, so I used sphere-triangle intersections (after narrow down of which tris to ...
1
vote
2answers
796 views

Procedual terrain generation and biomes/predetermined variation

So I already have some (currently 2D possibly 3D later) simplex noise generation going, and with some experimenting I can make a map for plains, hills, mountains, etc The problem now is I want to ...
9
votes
1answer
588 views

Generating terrain on GPU

In my engine I create infinite terrain with usage of Perlin noise alghoritm computed on CPU. Creation of terrain goes like this: If camera is near unloaded patch, create it Compute 513x513 noise ...
2
votes
0answers
164 views

Chunk Texture3D GPU generated vertices

I read GPU Gems 3 from NVidia about procedural terrain. It's quite interesting but not applicable for me because I only read the online version without the shipped DVD so I'm not able to download the ...
-1
votes
1answer
291 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?
1
vote
1answer
2k views

2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
7
votes
2answers
2k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks ...
2
votes
3answers
2k views

Unity map size limit?

Does Unity have a map size limit and if there is what is the limit? Is there a way to work around it? I am making a open world zombie survival world and I want to make a really big map. Thanks!
2
votes
4answers
546 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 ...
1
vote
2answers
225 views

Endless terrain in jMonkey using TerrainGrid fails to render

I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through ...
1
vote
1answer
158 views

3D solid object in terrain

Im trying to make a solid object to stay always in the terrain level, but I am facing some problems. The terrain is not flat, I mean, it can have mountains and craters for example. I just have a ASE ...
-3
votes
2answers
815 views

Terrain Generation - Advanced [closed]

I need to generate terrain. Easy enough you might say, but I need to create Biomes if you will(Can't link of another name) lakes. Trees and on a height map. So I have really no idea how to use a ...
5
votes
1answer
412 views

What methods are there for representing 3D terrain?

I'm making a terrain system which needs to be procedurally generated and would like to know my options. So far I know of: Height-field terrain, Vector-field terrain, and Voxel terrain. Is there ...
2
votes
1answer
484 views

How to blend biomes with procedural terrain

I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion. ...
0
votes
1answer
331 views

Computing uv coordinates on a sphere approximated from an octahedron

Right now I'm texturing the octahedron with the formular from wikipedia(Finding UV on a sphere): UV Coordinates Wikipedia That unfortunately leads to heavy distortion right at the beginning, which of ...
0
votes
2answers
116 views

Moving camera along generated terrain?

I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain? Thanks
3
votes
2answers
1k views

Generating terrain using Marching Cubes

I searched around the web but I found nothing that could help me, so I'm asking here. I'm trying to procedurally generate terrain using the marching cubes algorithm, and I can generate a mesh. The ...
2
votes
2answers
228 views

How to determine character's foot contact point on a uniform triangle mesh terrain?

For a terrain that is modelled by a heightmap with a uniform triangle mesh, what are some techniques I could use to determine the contact point of the foot of a character standing on the terrain? ...
0
votes
0answers
212 views

Importing materials along with terrain from Bryce

I've created bunch of terrain in Bryce, and I've managed to import the most basic part of it without any fuss. However, anything more complex (mountains, etc) cannot be imported without the material ...
8
votes
2answers
3k views

Cave generation with Perlin worms

I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves. I found the method of Perlin Worms in this thread, which generates really nice ...
3
votes
1answer
293 views

Enhancing ambient occlusion via vert colors on vertex lit scene

We have a deformable terrain surface. Initially ambient occlusion was baked, but since the terrain can deform in real time, this approach isn't practical anymore. Therefore we used vertex paint to ...
0
votes
1answer
3k views

Voxel terrain engine [closed]

Is there some voxel frameworks or extensions for game engines like Unity? I really need a system to dynamically generate voxel ruinable terrains.
3
votes
1answer
296 views

How do I improve terrain rendering batch counts using DirectX?

We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
1
vote
3answers
336 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 ...
7
votes
2answers
418 views

Movement on a curved planet surface

I'm looking for a solution for moving a variety of objects over the uneven surface of my planet. The idea is that I will have a number of objects that follow the planetary landscape moving about in ...
4
votes
3answers
747 views

Collision detection with heightmap based terrain

I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> ...
1
vote
2answers
1k views

How to create a walkable 3D terrain

I want to make a terrain for a RPG game that I'm developing. I started modeling the surface and implementing it to my game, but now I realized that i might be doing everything wrong. So I would like ...
3
votes
2answers
525 views

2D destructable terrain with collisions in MMO

Task What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine. Basically lets say ...
2
votes
1answer
496 views

Spherical procedural terrain shader based on slope

I've created a spherical terrain object out of 6 sphere projected (normalised) planes, each plane has been heightmapped post to being normalised. I'm looking to create a CG shader which will ...
3
votes
2answers
427 views

Working with chunks of terrain

Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
3
votes
1answer
312 views

Dealing with edges on spherical heightmapped terrain

This is the problem I'm having: where the height has been applied to the vertex, the edge of each face has been pushed apart. I was wondering how I can best deal with this issue? I read elsewhere ...
3
votes
1answer
408 views

Changing Ogre3D terrain lighting in real time

I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that ...
12
votes
1answer
2k 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 ...
32
votes
3answers
4k views

Algorithms for rainfall + river creation in procedurally generated terrain

I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
1
vote
1answer
570 views

Octrees and Vertex Buffer Objects

As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. ...
13
votes
1answer
2k views

Demystifying “chunked level of detail”

Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
6
votes
4answers
1k views

Generating triangles from a square grid

I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square ...
3
votes
1answer
434 views

Rendering different materials in a voxel terrain

Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
7
votes
1answer
519 views

Is 1 pixel of a height map representative of 1 vertex on the mesh?

I'm trying to get my head around heightmap terrain generation. If I have a plane say 64 x 64 verts will I need to create a 64px by 64px greyscale heightmap in order to displace the geometry of the ...
8
votes
2answers
5k views

How do I render terrain in a 2.5D perspective, like in the game Don't Starve?

I have experience in making 2D side scroller games such as Terraria, but now I want to challenge myself and make a game that has a 2.5D perspective. The game I am trying to mimic is Don't Starve. ...
2
votes
2answers
582 views

What is the best way to “carve” a terrain created from a heightmap?

I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in ...
1
vote
1answer
274 views

Saving a list of points into a text file

I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough ...
1
vote
1answer
142 views

Terrain square loading

Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you ...
3
votes
1answer
2k views

Unity: how to apply programmatical changes to the Terrain SplatPrototype?

I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a ...