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

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2
votes
1answer
125 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 ...
0
votes
1answer
279 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 ...
1
vote
1answer
51 views

Triangles go missing as Z changes

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256. With this data, ...
0
votes
1answer
802 views

Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it

I'm doing procedural terrain generation. So far I've created the mesh, and attached a 2D polygon collider to it. The terrain is made up of hills going up and down. After doing so, I put a 2D rigid ...
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
1answer
74 views

How to use ROAM algorithm to adapt terrain's mesh?

I have a hard time understanding the idea behind ROAM algorithm "Real-time, continuous level of detail rendering of height fields" Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, ...
0
votes
1answer
182 views

OpenGL generate hills looking vertices

I want to generate a terrain which looks like hills. Some sort of sine waves. Should be as simple as possible. But I can not figure out how. I get very scary results, which are nothing worth. I need ...
1
vote
1answer
98 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
1
vote
1answer
50 views

How to deform 2D tileable texture in XNA/MonoGame

I'm looking for a way to deform tillable texture in a 2D game I'm building using MonoGame but I'm not sure how this effect is called and searching the internet for "deforming textures" gives me mostly ...
0
votes
1answer
162 views

Unity3d wheelcollider falling through terrain

I have created simple project with 3D car and terrain. I have added 4 Wheel Colliders on model wheels. But when I run project wheels falling through terrain. Before run: After run: I am sure that ...
1
vote
2answers
266 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
0
votes
0answers
24 views

Scaling UDK landscape material

I have been following some guides off this site, more specifically the "Random Tiling Masks: Randomize the texture mapping to reduce tiling" section and I have run into an issue regarding scaling of ...
0
votes
0answers
146 views

libgdx building 3D terrain

I've been spending a lot of my time working with libgdx scene 2d & have become very familiar with it. I've decided I want to move over to 3D & take a couple of weeks to learn & better ...
1
vote
0answers
95 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
2
votes
1answer
76 views

How do I serialise a mesh to a text file?

I'm building a game engine in OpenTK (OpenGL for C#). Is it ossible to take a terrain mesh (in any format) and convert it into a text file (or a really small character-filled file, no more than a few ...
5
votes
2answers
472 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 ...
2
votes
2answers
72 views

Traditional Chunk Loading vs. Chunk Swapping

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
1
vote
1answer
95 views

Quadtree vs multiple resolution grids for terrain rendering

I have been thinking about quad trees with regards to terrain rendering. From my understanding the basic functionality of quadtree terrain rendering is to frustum cull the terrain in such a manner: ...
2
votes
1answer
55 views

Unity - Imported meshes from Blender always corrupt

I want to import a terrain mesh I made in Blender into Unity, however Unity seems to fail to load it correctly. What could be the reason behind this and how can I fix it?
0
votes
1answer
68 views

Algorithm for texture blending modification

Im currently writing a terrain editor for my game (for the record: no commercial intentions) and after having implemented the terrain morphing to my liking im now working on the texturing of said ...
1
vote
1answer
2k views

How can I make caves with Unity's terrain creator?

With Unity's terrain creator, I can't simply make a "hole" on the mesh. I don't know how I would make cave-like structures other than using "rock" meshes for the roof (wich will indeed look weird) ...
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 ...
1
vote
2answers
118 views

2D Terrain generation with controlled variations

Well, I'm trying to create a simple endless runner and -this may sound repetitive- I'm searching for ways to generate the terrain. The game will only have 3 types of ground tiles, ascending, ...
1
vote
1answer
165 views

Unity3D: terrain object's textures flickering on long distances

I'm making RTS project on Unity3D. I created terrain with Unity's standard Terrain tool, and added textures of grass, mood etc. on it. Then, for creating "man-made" objects of terrain (roads, ...
0
votes
2answers
275 views

terrain not properly rendering

I'm extending the terrain quad with resources from various tutorials and have the following code: public class WorldTerrain extends TerrainQuad { public static final String NAME = "terrain"; ...
0
votes
1answer
76 views

Planet terrain not connecting properly

I'm trying to generate some simple planets in OpenGL using libnoise (including noiseutils), but the terrain is not correctly connecting where the sphere "completes itself" and I was wondering if ...
5
votes
1answer
375 views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
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 ...
0
votes
1answer
119 views

2D terrain with midpoint displacement and collision

I followed this theory Here to implement a simple scrolling 2D terrain for my running game. I am used to dealing with collision via a tile system but am looking for a good theory on how to perform ...
4
votes
3answers
840 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
1answer
120 views

How to create a regular grid of triangles correctly?

I am trying to create an terrain using opentk/opengl. I have a problem with the VBO/IBO. I think a picture of the problem is the best way to show it: I dont understand why the last triangle of a ...
0
votes
1answer
86 views

What is the simplest algorithm or pattern to continues ground/Floor

Im beginner in 3d gaming , i have basic question not Language specific. Say i have ground model for example terrain i modeled what is the common way to load the terrain and use it again Or load ...
6
votes
2answers
231 views

How do I simplify terrain with tunnels or overhangs?

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
0
votes
0answers
89 views

Height Map Mapping to “Chunked” Quadrilateralized Spherical Cube

I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller ...
0
votes
1answer
102 views

How do I deform a procedurally generated terrain?

I was looking at this method of generating complex procedural terrains using the GPU: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html Has anyone had any luck actually using the ...
0
votes
0answers
68 views

Collision at incorrect height between boxes and btHeightfieldTerrainShape

I'm using btHeightfieldTerrainShape from BulletPhysics for collision between fired boxes and a terrain. But such boxes seem to collides at higher positions above the terrain as the following picture. ...
8
votes
2answers
1k views

How can I generate random maps that feel like Age of Empires II random maps?

I like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style. I've ...
1
vote
1answer
714 views

Dynamic 2d terrain loading / stitching in Unity [closed]

I'm currently working on a top down 2d game (in Unity 2d) where I'd like to build a huge terrain for the player to explore. My question is - do you have any good practices or ideas on how to chunk the ...
0
votes
0answers
56 views

Optimal approach to build a quad-tree for elongated terrain?

I have got a polygonal terrain in 3D. For simplicity sake I have split it into multitude of unit squares (cells) alike tilemaps do. Now I need to pick a cell under a cursor. For that I'm casting a ray ...
4
votes
1answer
571 views

How to efficiently render a large terrain mesh?

Recently I've been stuck on a problem thinking about the best way to generate a terrain into my game. In another projects I normally used heightmaps, so all the core-work was based on the engine used, ...
2
votes
1answer
85 views

How to store an array into a texture and sampler the texture in vertex shader correctly?

I'm a new learner about OpenGL and GLSL. I'm coding a program in which i wanna store a group of datas in a texture and get the data by sampling the texture in vertex shader. Then i want to set the ...
1
vote
0answers
91 views

How do I load real-world map terrain? [duplicate]

I'm new to game development and want know how to make or load a terrain from OpenStreetMap or Google Maps in your current city. (I'm using Unity3D.) My idea is just load or generate a map of the ...
0
votes
0answers
38 views

Tips for density terrain function (using Marching cube) [duplicate]

I've just implemented the marching cube algorithm and tried it out with some different functions for the density, and I think it's working! Ex) density = -v.y + sin(-v.x) + sin(-v.z) But I can't ...
0
votes
2answers
156 views

Rendering terrain only with GPU

This is not about generating plane geometry and then applying a shader on it. Instead, I want a big single flat plane, then apply a shader on it. The vertex shader has a uniform vec3 ...
1
vote
0answers
214 views

Infinite terrain techiniques [closed]

I am currently making a procedural (Noise based) terrain. So, i have tried multiples approches : 1: Generate one big plane, and update vertices when player move to the plane edges 2: A terrain ...
0
votes
0answers
127 views

How to properly paint terrain - Cryengine

I'm making a game in Cryengine ( just for learning purposes ) and i'm trying to paint a terrain, i've downloaded a free seamles texture then i added it as a layer texture and asigned the mud ...
7
votes
3answers
511 views

Terrain & Multi-Texturing

I'm using OpenGL (Version 4.4) (and C++ if that matters). I've created a terrain renderer, the terrain is stored as a 3D scalar field (isosurface/voxels). It uses a slightly modified version of ...
2
votes
0answers
112 views

What's the state of the art in biome generation? [closed]

That is, given a terrain + seas, what are the most advanced approaches available, for game dev, for generating the climate and hence biomes for various areas of the terrain? Are there tools that, ...
0
votes
0answers
145 views

How best to apply Quad-tree based LOD to terrains loaded in a paged fashion?

I am working on a game that has a fairly large outdoor terrain. Since I need to load parts of the terrain into memory based on view distance, I have split the terrain into a grid where each cell is a ...
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 ...