Used to describe the physical geography of a location. This can include elevation, slope and orientation of features.
49
votes
5answers
8k 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 ...
5
votes
1answer
3k 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 ...
11
votes
5answers
3k 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, ...
7
votes
3answers
1k 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.
...
12
votes
1answer
3k 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 ...
8
votes
4answers
787 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 ...
7
votes
2answers
192 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 ...
5
votes
2answers
531 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 ...
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 ...
10
votes
2answers
3k 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 ...
13
votes
2answers
2k 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 ...
11
votes
3answers
2k 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 ...
7
votes
2answers
2k 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 ...
8
votes
2answers
1k 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 ...
12
votes
1answer
595 views
Demystifying “chunked level of detail”
Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
8
votes
3answers
1k 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 ...
4
votes
2answers
654 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 ...
2
votes
2answers
219 views
Working with chunks of terrain
Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
6
votes
2answers
481 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 ...
5
votes
3answers
1k 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 ...