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Can I just suggest that you absolutely forget about biomes if you can't make and use height-maps yet. Step by step is the way to go. A +---+---+ B |\..|\..| |.\.|.\.| |..\|..\| +---+---+ Y |\..|\..| | |.\.|.\.| | |..\|..\| | C +---+---+ D ---------x imagine the +'s as the vertices of your mesh. Simply randomize the ...


2

I agree with the people in the comments. It's very hard to do these kinds of things. I recommend looking into Perlin Noise more before you attempt anything. Another thing is to look into Simplex Noise, but I'd start with Perlin Noise, just classier :). Perlin Noise Info How it works This should give you a slight idea about using it Perlin Worms - This is ...


4

Just a quick note about voxel landscapes. It is a wide field and there are a variety of representations and algorithms for display. Heightfield voxel terrain: stored as a heightmap, but rendered with vertical strips rather than polygons. Check out "Outcast" Cuboid terrain: I believe stored in terrain chunks as run-length encoded strips. Displayed as a ...


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3D Graphic with XNA Game Studio 4.0 has a chapter dedicated to this topic. It includes a complete process for generating the terrain and layering it with a variety of textures. As luck would have it, that chapter is the sample provided by Packt on the book's page: In this chapter, we will focus on building a full 3D environment. We will start by ...


0

The Wikipedia entry you cite is correct - your image shows the characteristic pattern (the stripes) that indicates one of your calculations that is supposed to vary isn't, it's remaining constant - (the human mapping analog to this is the notion many people have that Greenland is the size of a continent, but that's another issue :-) ) Without seeing your ...


1

The most expeditious way to extract height information might be to draw it: Set draw parameters to an orthographic projection directly down toward the terrain. Draw to a render target with a depth-map shader. Store render target contents to a 2D array, sample it for heights, and save it for as long as it is useful (no need to reproduce every frame). I ...


0

cameraPos_Y = desiredDistanceFromGround + currentTerrainVertex_Y. As the camera moves, keep updating cameraPosY checking the height of which vertex the camera is over or closest to. Use the the camera's X and Z coordinates to help single out which vertex the camera is over. In case you you have big faces for your terrain, you may have to use a bounding ...


2

The good news: your Marching Cubes algorithm looks just fine to me! That 3d surface reconstruction looks gorgeous. If you're committed to a voxel-based approach with isosurface visualization, you're off to a fine start. The problem is that 3d noise in this form really isn't suitable for use with a Marching Cubes-type algorithm for terrain. If you want to ...


1

I suggest scaling down the vertical component of the sample point before sampling the noise function. The starting point of the voxel terrain in the video looks like a heightmap, so they may have multiplied the component by 0. Also, you have to add the vertical component to the field function. so your field function should look something like this: ...


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I would explore precalculating textures that cover a number of your grid cells. Combined with rendering more distant grid cells from the precalculated textures, at a distance that only requires, say, 64x64 mipmaps (instead of your original 256x256 textures) then you could draw up to a 32x32 array of grid cells in one batch with a precalculated 2048x2048 ...



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