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

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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 ...
4
votes
2answers
432 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 ...
1
vote
2answers
32 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
2answers
125 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 ...
2
votes
1answer
95 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
43 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: ...
0
votes
1answer
230 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
votes
1answer
312 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?
2
votes
0answers
180 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 ...
0
votes
0answers
47 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
0answers
49 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. ...
0
votes
0answers
55 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 ...
0
votes
0answers
96 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 ...
0
votes
0answers
109 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 ...
0
votes
0answers
120 views

JMonkey Engine. Using 2 Alpha Maps for Texture Splatting

I am trying to apply more than 3 Diffuse textures to my terrain, but ive been running into issues: A lot of the Texture loading etc is The same code over and over, so its not much to read. Ill ...
0
votes
0answers
579 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 ...
0
votes
0answers
235 views

Importing materials along with terrain from Bryce

I've created bunch of terrain in Bryce, and I've managed to import the most basic part of it without any fuss. However, anything more complex (mountains, etc) cannot be imported without the material ...