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

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0answers
38 views

Wrapping 3D noise functions like simplex and perlin in c# [duplicate]

I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
2
votes
1answer
392 views

Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator

I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak. I want to create large structures ...
0
votes
1answer
301 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
3
votes
1answer
352 views

Planet sized quadtree terrain precision

I've been working on a planet sized and shaped terrain lib for a while (In webgl and Unity) and have a couple of working implementations [Quadtree cubesphere and circular clipmaps]. But both of them ...
1
vote
1answer
493 views

How can I calculate a terrain's normals?

Im trying to implement basic lighting in Opengl 3+ (a sun) with this tutorial : http://www.mbsoftworks.sk/index.php?page=tutorials&series=1&tutorial=11 Im building a basic terrain and its ...
0
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1answer
81 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 ...
1
vote
2answers
283 views

Perlin Noise Help

Okay so I have been trying to make perlin noise, fractal noise to be specific, with mixed success. What I do is I fill 5 arrays with white noise, basically just floating point values. Each array is ...
0
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1answer
183 views

Help with concrete examples of Perlin Noise variables for terrain generation

I believe this question can help beginner game developers. I've looked through a dozen or so answers on perlin noise here and on Stackoverflow, and found only 1 concrete implementation of perlin noise ...
5
votes
2answers
438 views

Do I need multiple perlin noise generators for different features in terrain generation?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into ...
0
votes
1answer
193 views

Ground contact point for animated character sprites in an isometric game?

I'm working on an isometric game. I have the 3D pre-rendered sprites for directions per state (walking/running, etc.) per frame. Now I need to know where a particular character stands on the ground to ...
1
vote
2answers
268 views

Perlin Noise Variations

Currently I'm making a voxel survival game. About a month ago I embarked on procedurally generating terrain using Perlin noise. I understand how to use and apply it for the most part. However I do not ...
3
votes
4answers
361 views

Dynamic Terrain Triangulation

Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
0
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1answer
304 views

fragment shader directional light positioning with camera

Im trying to set up directional lighting in the fragment shader. So the direction of my light moves with the camera position. #version 150 core uniform sampler2D diffuseTex; ...
2
votes
1answer
495 views

Finding Z given X & Y coordinates on terrain?

I need to know the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles which may be flipped in any ...
8
votes
2answers
885 views

What are some ways to texture map a terrain?

I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass ...
1
vote
1answer
295 views

Infinite terrain shadows

I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be ...
1
vote
2answers
1k 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
136 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
426 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
196 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
324 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
886 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
388 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 ...
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2answers
1k 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
649 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
200 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 ...
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votes
1answer
368 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?
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1answer
3k 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
3k 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
676 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
286 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
161 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
1k 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
512 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
639 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
488 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
127 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
2k 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
278 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
294 views

Importing materials along with terrain from Bryce [on hold]

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
4k 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
368 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 ...
1
vote
1answer
4k 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
337 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
367 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
492 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
884 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
2k 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
590 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 ...