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

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7
votes
1answer
534 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
620 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
281 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
144 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 ...
5
votes
2answers
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 ...
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 ...
4
votes
1answer
1k views

2D Tile Game - Smooth Biome Terrain Transitions

While working on my 2D tile based game, I encountered a problem. I use Perlin Noise to generate the terrain. Some biomes (Desert, Forest, etc) have different flatness values depending on terrain, ...
-1
votes
1answer
326 views

GPU based procedual terrain borders?

I'm working on a game that preferably should feature a combination of designed and procedurally generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given ...
7
votes
2answers
765 views

Hills in a topdown game

I'm making a top down rpg game and was wondering if it was possible to show hills on a map instead of having everything completely flat. I've thought about changing to an isometric view, but if it can ...
11
votes
2answers
1k views

Why are trees shining in background?

Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but ...
4
votes
1answer
218 views

Dirt compression from vehicle tires

So I kinda have this working but its not correct because it just averages, so I wanted to know if anyone here has any ideas. I'm trying to simulate loose dirt compression under the tires of a vehicle ...
6
votes
2answers
3k views

Diamond-square terrain generation problem

I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It ...
4
votes
1answer
1k 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 ...
3
votes
1answer
401 views

2D Motocross physics

I'm looking into making a 2D motocross bike game with plausible physics. It should look like this: For a first try, I've created only the player (a motocross driver) and the map (consisting of ...
2
votes
1answer
768 views

Multi-textured Terrain?

How would I accomplish multi-textured terrain? I need to know how to write the HLSL shader for it. The world already UV maps itself and I can get it to do 1 texture at a time. But I want more than 1 ...
4
votes
1answer
550 views

Simplex Noise flat land and hills

I'm using the simplex noise to create Minecraft like terrain. I can only achieve hills like this. Does anyone know how to use simplex to make more dynamic landscapes?
2
votes
1answer
291 views

Parallelizing creation of geometry chunks in minecraft-like game

In my game I separate creation of chunks into two stages. The first is where I generate the heightmap using simplex noise and the 2nd is when I create the actual vertex buffers. I do it like this so ...
6
votes
2answers
1k views

How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
4
votes
2answers
3k views

Map tile terrain transitions with 3-4 different types

Making transitions between two different tiles is a fairly well understood problem. The easiest way is to look at the 0.5, 0.5 and use the resulting 4 corner points to select a transition tile, as ...
0
votes
1answer
128 views

3rd party terrain editor

I am looking for a good application for generating 3d terrains (really allowing generation and then some user-editing) . After a google search, I found many, but I need one that can export the entire ...
5
votes
2answers
2k views

3D terrain map with Hexagon Grids

I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer ...
3
votes
1answer
262 views

Efficient visualization of a large voxelized volume

Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an ...
1
vote
3answers
1k views

Checking for collisions on a 3D heightmap

I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are ...
3
votes
2answers
2k views

C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)

To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
1
vote
1answer
928 views

Realistic planetary terrain generation with weights

I need terrain generation for a planet. The planet will be divided up into several hundred hexes, and I need it to be realistic and based on weights. I have dabbled in terrain generation before, but ...
2
votes
3answers
422 views

Game engine that allows for objects being placed in-game [closed]

I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc... or in minecraft one can place blocks). I ...
2
votes
1answer
506 views

Dynamically Deformable Terrain In Game Engine

I am looking for a game engine that is open to the public for free or at a payed price that allows for any reasonable way of doing deformable terrain over a network. The closest I have found to this ...
8
votes
2answers
4k views

Tile map/terrain implementation with differing heights of neighbouring tiles

Ahoy! I'm looking for some information about tile maps, or rather, what a specific type of tile map is called. I'm interested in the kind of implementation used in rollercoaster tycoon, or the ...
0
votes
2answers
400 views

Collision, then what?

I know how to check collision for example 2 spheres. But my question is how do I use the collsion response in a good way? How do I make my character unable to walk in to the Sphere? I've got to the ...
4
votes
1answer
1k views

How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision ...
5
votes
1answer
809 views

Infinite 2D Terrain

I was wondering how to create infinite 2D platform terrain. I've read about perlin noise and I have an idea I'd like to illustrate below. However, I have no idea how to achieve this. Are there any ...
8
votes
1answer
1k views

What technology does Starcraft 2 use render its maps?

I've got a map that is being procedurally generated at run-time and I'm currently investigating methods of rendering this map. I've taken an interest in the look of Starcraft 2 and I'd like some ...
6
votes
2answers
5k views

How do I make my character slide down high-angled slopes?

I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the ...
8
votes
3answers
2k views

Correct way to “randomly” generate flowing terrain

I'm creating a simple top down RTS game. I plan on it "randomly" generating maps on the fly when I need to. I plan on it all working in 'passes': Fill the terrain in with all grass Go back and add ...
3
votes
2answers
1k views

Why would someone chose midpoint displacement over perlin noise for 3D terrain generation?

I myself am creating a terrain generation algorithm and would be interested in knowing why others have chosen midpoint displacement over perlin noise. Minecraft is an example where midpoint ...
1
vote
1answer
2k views

How does Terrain following work on height map?

I'm writing a 3D world game which consists of a terrain map (generated by brownian motion algorithm) and a simple avatar. My goal is to make the avatar move smoothly between points of different ...
9
votes
1answer
738 views

How to represent cliff faces in terrain?

I'm trying to figure out the best way to programmatically represent terrain in my game. I've been considering using a heightmap (or grid of evenly spaced vertices) to represent the surface of the ...
4
votes
2answers
426 views

Trace with 2D terrain

I currently have some 2D terrain in my game defined by 2D coordinates with lines drawn in between them (linear interpolation too keep it simple). Now I want to cast a ray from anywhere above the ...
1
vote
1answer
234 views

How can I write a terrain into a .raw file?

I want to generate a terrain through Perlin noise and store it into a .raw file. From Nehe's HeightMap tutorial I know the .raw file is read like this: #define MAP_SIZE 1024 void ...
0
votes
1answer
214 views

Creating a vertexbuffer to define vertices arranged in a grid with the view for easy editing later

I'm using the marching square algorithm (2D version of marching cubes) to generate vertices. I end up with vertices arranged in a grid. I want to enable destructible terrain, and the way i was ...
6
votes
3answers
1k views

Generating random Pools or lakes

I have implemented functions that can draw any polygonal shape, however I have been unable to generate a smooth shape that mimics the rounded edges of a lake. I tried generating two circles and ...
3
votes
3answers
872 views

Non-GPU Noise for 2D side-view terrain generation?

I really couldn't find a correct answer while scowering all the forums for Noise Generation. My goal is simple, I really want to have two distinct layers for my terrain, a white layer representing ...
0
votes
1answer
765 views

Real-Time Terrain Deformation

I can't really find anything at all on this topic. There's a bunch of YouTube videos that show people doing it, but there aren't any articles that I can find explaining the mechanics of it. In my ...
3
votes
2answers
361 views

How to place objects/entities randomly in JS?

I'm making a game and I have a script (running it with Node) on the server that currently just randomly places things on the map... I'd like to change that. I saw something about Perlin noise but I'm ...
1
vote
3answers
960 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 ...
2
votes
1answer
243 views

Static “LoD” hack opinions

I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the ...
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 ...
0
votes
1answer
562 views

What 3D engine supports real-time editable 3D terrain loaded in from a server?

I'm currently having a problem choosing an engine for a game project I have since a few years. What I'd need is to be able to load a terrain from a remote server (which I can take care of) and display ...
0
votes
0answers
480 views

2D Terrain Generation [duplicate]

Possible Duplicate: How can I create a random “world” in a tile engine? I need some advice as to how I should go about coding a 2D Terrain Generator for a game written in C. I ...