Questions tagged [terrain]

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

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How should I implement a terrain raise/lower brush? [closed]

I am trying to make an terrain editor. The terrain is described by a grayscale height map. When I click at somewhere in the terrain map with the brush, the terrain should raise or lower about that ...
martinrhan's user avatar
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How do I pick terrain in GLSL/OpenGL by picking 2D vertices positions?

Presumably the problem is with the internal formats and my understanding of that, but I've been stuck a while, got this sort of approaching working fine on a more straight forward colour picker, but ...
Paul's user avatar
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How to smooth 2D procedurally generated terrain and create a collider from a Tilemap in Unity

I am making a 2D procedurally generated game like Terraria, and I want my terrain to be smooth similar to how games like Hill Climb Racing look. I have a Tilemap that renders my tileSprites and a 2D ...
Jacko_256's user avatar
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Determining meters per second in scaled terrain

I have a terrain with a width of 199 and height of 99 and I'm scaling this train by 500. What would be 1 meter in the new terrain, would it be 500? I'm trying to move my character in meters per second ...
blov's user avatar
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How to paint terrain details (e.g. grass billboards) programmatically?

In Unity, is it possible to paint terrain details such as billboarded grass textures programmatically? (The kind that appear vertical and wave according to wind settings.) What I know so far (or think ...
ChurlishCanadian's user avatar
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Gaps between terrain chunks generated with marching cubes

My generated terrain chunks have gaps between them: I'm using Compute Shader and Simplex Noise from FastNoiseLite library to generate noise: ...
aress's user avatar
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How to remove plastic-like reflection from visual shader?

The problem is that this is a piece of terrain, it should not have blue reflections like it's made of plastic. But when the camera gets close enough, these specular highlights are rendered. This is ...
Cei's user avatar
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Tilemap vs terrain vs optimized mesh for top-down game

I'm experimenting with a top down vertical scroller in Unity, with a perspective camera, NOT orthogonal. (It's unclear how 'pixelated'/pixel art I will want the graphics but that's another question) ...
James Carlyle-Clarke's user avatar
2 votes
1 answer
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Algorithms for large scale deformable terrain with multiple heights, i.e. not heightmap based

Every search I do results in heightmap based terrain, where you can't have a tunnel, or cave, etc within the terrain. What good algorithms are there to do this kind of deformable terrain? I'm aware of ...
gak's user avatar
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Terrain Trees weird behaviour after lightmapping

I've been working on this game for quite awhile now and have had this problem ever since I switched from real-time lighting to lightmaps. For some reason the trees that are at X distance from me ...
Bas de Baare's user avatar
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Caves for Unreal Engine - convenient workflow

I'm doing a caves for my terrain. I have 2 solution, but none are good enough Caves are just a simple shapes - later I'm going to improve The problem is - to merge a landscape and a caves Solution I ...
in2fractalout's user avatar
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Minimap doesn't see the terrain

The minimap does follow the player movement and does everything a minimap should be able to do... except it doesn't see the land...only the sea even tho land and sea are on the same maks level Camera ...
Cei's user avatar
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creating an open world island: Am I doing this correctly?

replicating minecraft but with better graphics is a pain (even very simple things using minecraft like chunks lag incredibly), so I'm just creating an open world that can be destroyed using some ...
Cei's user avatar
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Convert terrain vertex position to global position

I am trying to set the terrain's heights data at runtime with a simplex noise function, while stumbling with converting the local position of the vertices to global position to use as input to keep ...
Willem's user avatar
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What kind/type was the 3D terrain editor of Warcraft 3's World Editor? How it worked? [closed]

Warcraft III (WC3) had a lovely map editor that allowed for a whole lot of stuff, yes (this was the best result I could squeeze out of Google), but what to me stood out the most and what I played with ...
tomsseisums's user avatar
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glPatchParameteri(GL_PATCH_VERTICES, 4) causes access violation

I'm trying to create a tessellated terrain, for this purposes I'm following the LearnOpenGL tutorial: https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation However, when I set the ...
Giuseppe's user avatar
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Making changes to tree prefab does not update the terrain trees

I am using this package as my terrain trees. I have added Oak_Tree as a prefab for tree on the terrain editor (On tree brush). When I make changes to Oak_tree prefab (by opening it from a .prefab file ...
shampoo's user avatar
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Calculating normals for a simplified terrain mesh

I am trying to simplify a mesh I am generating from a heightmap by creating larger triangles for areas of equal elevation, like this: This however gives me issues with my normals: I am calculating ...
Henningsson's user avatar
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How to export a Unity terrain to a DEM or other 3d data for external use?

I have found numerous examples of exporting Unity terrain to programs like Blender or just importing digital elevation files (DEMs) into Unity. But can a terrain generated in Unity be exported into ...
ten's user avatar
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How can I make objects spawn at random positions on the terrain?

I want to spawn some objects like trees etc. on my terrain randomly. I use the script below: ...
Makaron's user avatar
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Using a mask to automatically paint on Unity terrain

I am working on a map for an open world project. I am currently designing it in Photoshop which then I will try my best to replicate on Unity terrain by hand. I have looked around and have been ...
zaboombafoo's user avatar
1 vote
1 answer
205 views

Climate/weather model for turn-based game

I am looking for a model to simulate weather patterns over long time periods on a tilemap. The basic idea is to have 3 tile types: mountains land water Over the course of game, the climate of land ...
Frankie's user avatar
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1 answer
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Perlin noise terrain generation around given road mesh

I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly. I generate the terrain ...
IMGSaibh's user avatar
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1 answer
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How to I modify a texture in OpenGL?

I am programming the editor for a RTS game and I have created the following: I am trying to modify the terrain so that it is not completely grassy. I am intending to add functionality so that I can ...
rjhwinner03's user avatar
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Custom world map chunks not loading correctly

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Jax's user avatar
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Unity terrain details have transparency in editor, but are on black in builds

I'm dealing with a concerning bug in my Unity build. I have a terrain system which populates its detail layer with procedural grass textures. The textures are on transparency in the editor, as they ...
Michael Macha's user avatar
-1 votes
1 answer
267 views

How to generate terrains in real time?

I am trying to make a terrain editor for my Empire Earth OpenGL clone engine. Are there any articles of how to generate terrains in real time? It would be cool if it had pseudocode, even cooler if it ...
rjhwinner03's user avatar
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482 views

Low poly terrain on godot

I'm new to game development and stuck on an issue . Question is : Considering the RAM usage , will it be better to use low - poly terrain ? (which i assume yes as it has lower level of details) Which ...
rudr's user avatar
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2 votes
2 answers
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Strange shiny reflection on terrain

So I'm trying to figure out, what's causing this strange reflection on my terrain. I've tried almost everything to get rid of that shiny circle, but to no avail. It follows me wherever I go, so it's ...
Haseeb Ali's user avatar
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2 answers
76 views

Convert a dot product scalar for a triangle's slope, into a translation ratio?

Struggling with accurate terminology; I've got a 3D app with triangulated terrain, where it looks like a checkerboard from the top view, where every cell is two tris, and every cell is equal size (1 ...
ps48's user avatar
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Finding where ground is in procedurally generated terrain

Terrain in my voxel game is generated by combining 2d and 3d perlin noise. if (y < (noise2d(x, z) + noise3d(x, y, z)) * amplitude) { // place block } To ...
Wojak2121's user avatar
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How can I implement procedural generation with an undetermined amount of types of terrain?

I'm trying to create a very modifiable game starting with terrain in the form of a tilemap. Any type of tile can be removed, modified, or created by the user. The problem is that I can't find a way to ...
zeplar_exe's user avatar
2 votes
1 answer
881 views

How to create/get good terrain texturing for an RTS game?

I'm writing an rts-style game, so I have an overhead camera, typically 20-50m above the terrain. Most ground textures (grass, dirt, etc.) I find are obviously made for a much closer, probably FPS-...
Tom's user avatar
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How to use the Moon Trek API to make grayscale heightmaps?

I have a game project where the player will explore the moon's surface. For the terrain I thought I could use this particular image height-map, but it is so massive that my computer can not handle it. ...
Ishtiak Ahmed Evan's user avatar
1 vote
1 answer
500 views

Generating consistent terrain chunks with unpredictable per-chunk seeds

I am working on an automatically generated (theoretically) infinite 2D world. The grid would be separated in chunks made of thousands of world tiles. We plan to use a Perlin noise function to generate ...
Th0rgal's user avatar
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1 vote
2 answers
964 views

How to blend a 2D terrain

Rimworld (shown above) has many different terrain types. In order to achieve Rimworld styled terrain, I need to achieve two goals A) How to render differently textured terrains B) How to blend these ...
Blue Bug's user avatar
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1 vote
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500 views

How to flat shade low-poly terrain in Unity

for 2 weeks i have been stuck trying to make procedual low poly terrain generation where each triangle in the terrain has its own color (flat shading). my terrain is just made up of a 2d array of ...
zmac's user avatar
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2 votes
1 answer
477 views

How do I remove the shinyness from the terrain when using an orthographic camera?

I am having an issue with terrain having a sheen around edges when I set the game camera to orthographic. Changing it to perspective, the shinyness goes away: I have tested with textures from the ...
inorganik's user avatar
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1 vote
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195 views

Determine terrain color based on slope and height with many types of terrain

I've got a specific problem. Take this as a challenge, if you will. I have a 3D mesh representing a cliffy terrain. It's constructed from a simple height map. The goal is to determine what type of ...
SorteKanin's user avatar
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1 answer
174 views

Unexpected white pixels when using terrain painting brush

I have two texture layers in my terrain. When I paint the second layer on the base layer the results around some of the the joining areas will be like: I can remove it by carefully painting over it ...
Bamdad's user avatar
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How to texture procedurally generated custom terrain mesh

I am making an infinite procedural terrain for my game and currently trying to apply textures to it. The generated terrain has different biomes, so I want to texturize the terrain based on biome and ...
GameDevNerd's user avatar
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0 answers
124 views

How to have RTS units move along un-even terrain?

My current world is a flat 2D plane. I want to make the terrain 3D, like hills, bumps, etc. If I tell a unit to go to a position (x, y) in 2D, how do I make sure ...
Tree3708's user avatar
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1 answer
365 views

Understanding this terrain intersection algorithm

I was looking for a fast way to get a ray intersection point of a terrain defined by a heightmap and I stumbled upon this: https://publications.lib.chalmers.se/records/fulltext/250170/250170.pdf At ...
Sejt's user avatar
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Terrain does not show up in distance in play mode, but does in editor

I'm trying to make a big landscape with high mountains but the terrain doesn't show in the distance in play mode. Which settings should I change, or what can I do? My terrain is divided in many pieces ...
Ramona Hammerl's user avatar
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1 answer
270 views

Bake a heightmap from Editor

I want to implement a heightmap-based water simulation algorithm in Unity. I know exactly how I would approach this in pure low-level C++ and OpenGL (and also Shadertoy), and most of it is ...
clocktown's user avatar
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1 vote
1 answer
2k views

Is grass object amount limited in Unity?

I'm using Unity 2019.3.7f1 free version to create a small game project. I have a large terrain which I want to fill with grass. To achieve that I'm using the grass brush tool provided with the terrain....
Jean-Milost Reymond's user avatar
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1 answer
847 views

Building meshes conforming to terrain deformation

I have an uneven terrain on which the player is supposed to build buildings. For most structures I can just fudge the foundations, have them extend through the terrain. For roads, pipes, tracks and ...
Whitecold's user avatar
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1 answer
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A terrain with underground tunnels

The Terrain tool in Unity is great for constructing 3-D landscapes that are open from above. I am working on a game that happens entirely inside tunnels (specifically, blood vessels in a human body. ...
Erel Segal-Halevi's user avatar
1 vote
1 answer
1k views

Unity Terrain Tools plants trees sideways

My tree is clearly straight, but painting trees result in sideways ones. What can cause this? Tree is straight when placed manually as a prefab.
IndividualGames's user avatar
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1 answer
197 views

Diagonal discontinuity in perlin noise terrain

I'm using Bilinear filtering to interpolate perlin-noise based height data. However, when I render the resulting plane mesh, there is this obvious diagonal discontinuity in the generated terrain. See ...
TheWanderer's user avatar

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