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

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6
votes
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 ...
2
votes
1answer
105 views

How do I pick tiles from an isometric map with slopes?

I'm looking for a way to convert mouse/screen coordinates to isometric map coordinates, with the addition that the world has slopes and cliffs, and I have to be able to tell which quadrant of the tile ...
2
votes
1answer
254 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 ...
1
vote
1answer
423 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 ...
0
votes
1answer
36 views

Would Raycast suffice for a game clock based on sun position?

I need help with some logic in my script. I created a dynamic day/night cycle that works fine in itself, but I want to add a game clock that works off the initial position of the sun (Directional ...
0
votes
1answer
314 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 ...
-1
votes
1answer
430 views

How is destructable terrain made in SDL?

I'm looking for terrain that gets removed in chunks (like in Worms, of instance). How do you do this in SDL?
3
votes
0answers
615 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 ...
2
votes
0answers
39 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 ...
2
votes
0answers
84 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 ...
2
votes
0answers
252 views

Chunk Texture3D GPU generated vertices

I read GPU Gems 3 from NVidia about procedural terrain. It's quite interesting but not applicable for me because I only read the online version without the shipped DVD so I'm not able to download the ...
1
vote
0answers
45 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 ...
1
vote
0answers
133 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 ...
1
vote
0answers
181 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 ...
0
votes
0answers
51 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 ...
0
votes
0answers
78 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 ...
0
votes
0answers
88 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; ...
0
votes
0answers
83 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
74 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 ...
-1
votes
0answers
31 views

Water gets really dark when camera is far away

I'm trying to create an over view map of a whole world, but I'm having lighting/color issues with the water. When the camera is high up, it's really dark: When it's lower: My workspace: