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

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1answer
215 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 ...
7
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
892 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
785 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
363 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 ...
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vote
3answers
977 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
252 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
3k 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
583 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
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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 ...
11
votes
1answer
503 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 ...
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 ...
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3answers
5k views

Which data structure should be used to represent voxel terrain?

According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...
3
votes
1answer
347 views

Good practices to hold terrain data in a 2D networked game

I am working on a client-server architecture game, its a 2D top view adventure. My main focus for the map system right now is to have editable terrain, that will actually change in realtime to other ...
15
votes
1answer
4k views

Terrain Generation for Tile-Based 2D Platformer

I'm currently working on a tile-based 2D platformer similar to Terraria in some ways, although I'm having difficulty with the terrain generation. I have some basics done, although they do not come out ...
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votes
2answers
4k 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: ...
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 ...
14
votes
3answers
13k 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 ...
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vote
3answers
850 views

Optimizing perlin noise generation

I have a perlin noise generator as shown below. public class ImprovedNoise { private const int GradientSizeTable = 256; private readonly Random _random; private readonly double[] ...
13
votes
2answers
6k 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
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2answers
1k views

Heightmap-based Terrain with a Road

What's the best way to implement a detail feature, like a road, on a heightmap-based terrain? Update: It's a bit hard to see in the image, but the road descends from the top of the quarry to do its ...
6
votes
1answer
5k views

What is a good technique for 2D tile-based terrain generation meeting these requirements?

As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to ...
8
votes
1answer
856 views

Procedurally generated terrain map. Blend Transitions between terrain types

The question isn't the greatest wording ever sorry. I have been learning about and prototyping some texture and terrain generation stuff and have run into something perhaps you can help me with. How ...
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votes
4answers
974 views

Alternatives to distance fog

I'm looking for some ideas/algorithm name for alternative to distance fog. I'm playing around an "infinite" terrain engine. I can't draw the whole map because there are no borders and I don't like ...
6
votes
4answers
9k views

Generating island terrains with Simplex Noise (C#/XNA)

I've got one little question: Is there any code or sample which shows how the simplex noise works? I cannot find anything about it... How should I implement it, without the knowledge how the algorithm ...
8
votes
2answers
2k views

How to create 2D game terrain?

Last month, I experimented a lot in game development using cocos2d for the iPhone, especially on moving and modifying sprites. However, vertices and polygons are still new stuff for me. I developed ...
46
votes
7answers
11k views

How to improve Minecraft-esque voxel world performance?

After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is ...
5
votes
2answers
3k views

Rendering multiple textures on a terrain in XNA / C#

I am working on a terrain in XNA/C#. My intention is to be able to render multiple textures on the ground across the terrain. However, all tutorials like this are only capable of doing it with about ...
4
votes
2answers
734 views

Engine with Terrain and Indoor Areas (BSP-like)

I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there. I ...
5
votes
4answers
2k views

Make player to always move along the terrain

I'm working on a 2D platformer side scroller game. I am giving high impulse to player, the player starts moving and if it hits a slope on terrain, it gets a vertical movement and starts to fly over ...
12
votes
5answers
5k views

How is a 3d perlin noise function used to generate terrain?

I can wrap my head around using a 2d perlin noise function to generate the height value but I don't understand why a 3d perlin noise function would be used. In Notch's blog, ...
11
votes
3answers
3k views

Midpoint Displacement Algorithm

This question has come mainly out of sheer desperation, after spending several hours trying to figure out the problem. If you cast your eyes to the picture above, you should see that my midpoint ...
0
votes
2answers
7k views

How do I create a big multiplayer world in UDK?

I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen ...
4
votes
1answer
723 views

In an artillery game how do I mask out the part of the terrain that was hit

Let's say I want to make a really simple artillery game, something like Gorillas. I don't have any experience in games, just some basic understanding of OpenGL. I want to do this for fun and to learn ...
18
votes
6answers
8k views

What is the simplest method to generate smooth terrain for a 2d game?

What is the simplest method to generate smooth terrain for a 2d game like "Moon Buggy" or "Route 960"? I got an answer at stackoverflow.com about generate an array of random heights and blur them ...
15
votes
2answers
3k views

2d Procedural universe generation

I want to create a flat universe, where at first the whole universe is blank. That would be represented by a parallax scrolling nebula background image. What I want to do is represent the planets ...
10
votes
3answers
2k views

How do I generate terrain like that of Scorched Earth?

I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. ...
57
votes
5answers
13k views

Huge procedurally generated 'wilderness' worlds

I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...
9
votes
4answers
950 views

What's the most efficient way to find the intersection point of a missile and a bitmap terrain?

Following up on my earlier question about finding the slope of a 2D bitmap terrain I now need to know the best way of finding the point on the 2D terrain that the missile hit. Obviously, I can see if ...