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You almost have the right idea, but actually it is much simpler than you might think. The simplest way of measuring steepness is by finite differencing: float GetSteepness(float[,] heightmap, int x, int y) { float height = heightmap[x, y]; // Compute the differentials by stepping over 1 in both directions. // TODO: Ensure these are inside the ...


What can be done with many engines out of the box is to: Settle down the heightmap for the whole world, as you usually cannot split this one up easily Use layers to divide the entities into well encapsulated sets (e.g. road network, buildings of city1, buildings of city2, npcs of city1, ...) and save layers in separate files (CryEngine does that, other ...


As described here, the texture wasn't bound to the Vertex shader. Without this (@Mooseboys) The texture data was not presented to the Vertex Shader, causing NULL or zero values. Binding the texture resolved the problem.


Here are four options that you can try: A) Scale & threshold existing output You can ensure that the gradient saturates at some maximum value before reaching any of the cell borders. This will tend to make small holes of uniform size, but you can introduce size variation by assigning a random scale factor to each seed point and scaling distances to ...

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