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

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31 views

TopDown Island Generation

I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions: 1.Fast, simple procedural 2d island generation 2.Generating ...
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0answers
29 views

Infinite terrain blocks: subclass or big switch-cases? [on hold]

Short intro, you can skip it: I'm pretty sure this may sound obvious, but at this point (where I didn't start to do this part yet), I'm just stuck. I'm doing a pretty fast dash game, which ...
2
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0answers
26 views

Real world terrain import into UE4

I am trying to create a basic game in Unreal Engine 4.8.1 and I wish to have it set in the Dubai, UAE but i cannot find a way that will successfully use terrain data i have obtained (NASA Shuttle ...
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1answer
1k 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 ...
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1answer
239 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 ...
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1answer
27 views

Unity 5: Would Raycast suffice?

Hello game development pros! I need help with some logic in my script. I created a dynamic day/night cycle that works fine in itself, but lately I've been wanting to add a game clock that works off ...
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1answer
399 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 ...
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3answers
190 views

Getting one-point-collision object to conform to uneven terrain while keeping constant distance covered

This is probably best described by image: I have a character. For floor collision, it uses a single point (the red X). When the character moves, it conforms to the terrain; note how the blue line ...
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2answers
4k 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 ...
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1answer
260 views

Voxel (Marching Cubes) Terrain Creation / Terrain Editing

im working on a voxel based game in unity. the terrain(sphere-->planet) should be out of voxels and at first i built a minecraft like voxel plugin for unity. this means that i had a sphere out of ...
2
votes
2answers
378 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 ...
2
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2answers
186 views

Unity3D: Efficiently loading chunks in an infinite voxel engine

I'm developing a voxel engine in C# using Unity and I'm currently trying to implement infinite terrain, so I took a look at other Unity voxel engines that have infinite terrain. I've seen three ...
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1answer
1k 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 ...
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2answers
260 views

How to procedurally generate Mountains that Looks more natural

My Terrain was looking a bit plain so to freshen it up a bit I decided to add mountains to the terrain generation. Unfortunately the Mountains don't look very natural with the surrounding terrain. ...
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1answer
108 views

Mining cubes out of marching cubes

I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...
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1answer
235 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 ...
5
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2answers
825 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 ...
2
votes
2answers
224 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 ...
2
votes
2answers
702 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 ...
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0answers
43 views

OpenGL - Cubemap “Rotating” Proportional To Camera Movement

I'm doing a simple planet rendering project and am running into an issue with accessing cubemap textures correctly. The planet terrain is generated using the diamond square algorithm done 6 times and ...
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0answers
38 views

Query regarding a quad tree implementation for spherical terrain

I am having some difficulty conceptualising how a quadtree would be used to implement a spherical terrain system. I currently have a spherical terrain system working, without any form of ...
3
votes
1answer
550 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 ...
8
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1answer
1k 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, ...
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1answer
141 views

Random, Infinite Terrain Generation [closed]

I'm trying to generate random terrain for my game (In Unity3D, C#). All I need is water and grass. No height to it (no mountains or hills.) I'd preferably like to do it by placing individual cubes. On ...
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0answers
82 views

OpenGL Planet Generation - Simple Matrix Issue (Planet “Spins” With Mouse)

I originally asked this question on StackOverflow & was directed here by a commenter. Im currently working on a OpenGL planet rendering. I'm using the Tessellation pipeline. So far things are ...
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2answers
121 views

OpenGl indices array

I have a class terrain which create a grid of Quads. I do it like this for(int z=0; z<_length;z++){ for(int x=0; x<_width;x++){ ...
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2answers
914 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 ...
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6answers
14k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
2
votes
2answers
187 views

how to 'Scale up' my procedurally generated island/continent without losing its uniqueness?

Currently I am trying to make a procedural terrain generator. When I first started creating my terrain generator I decided to use a radial mask to generate my islands/continents like so: But as ...
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0answers
76 views

Terrain texturing problem in cryengine 3 sdk

When I try to paint textures on my terrain, I'm getting the underlying black/white grid thingy. Moreover, I keep losing the color on my terrain every time I load the level. any ideas what I'm doing ...
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1answer
63 views

How to get more gentle (cloud like) noise?

Recently I have started playing around with making terrain with perlin noise. Using this library I can make A fairly fast. However, it is to squiggly to be desirable. What I want to achieve is B, ...
3
votes
3answers
161 views

anisotropic fog of war

Here I am not talking about how to render fog of war, but how to model exploring of terrain in a more sophisticated way. In a straight-forward approach, terrain explored by a game unit is simply ...
0
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0answers
84 views

XNA Get height at players position from heightMap

So i got a server and a client, at the server I only got this on Terrain class: public class Terrain { int Id; float[,] HeightMapData; int Width; int Height; Vector3 Position; ...
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4answers
2k 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 ...
1
vote
0answers
128 views

How can I more efficiently paint grass onto a large terrain object in Unity?

I'm trying to paint a grass onto a large terrain and I want it to cover the entire terrain. Since the brush size can't go past 100 it would seem that I'm stuck painting the entire thing with a small ...
2
votes
1answer
79 views

How can I deal with vertex precision errors between terrain chunks?

I am using OpenGL to render the following scene, using vertex data from one of the map files of a popular MMORPG. The data is chunked and the pictured scene is made up of 256 (16x16) chunks. However ...
5
votes
1answer
210 views

How can I implement large moving “colossus” characters that also act as environmental objects?

I'm curious how enormous characters that act both as entities and environments are implemented. I'm thinking of characters like in Shadow of the Colossus which move, but which the player can also ...
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1answer
254 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, ...
2
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1answer
131 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, ...
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1answer
192 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 ...
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0answers
79 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 ...
3
votes
0answers
550 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
177 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
83 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
548 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
100 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
266 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
78 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?
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1answer
120 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 ...
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vote
1answer
3k 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) ...