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

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57 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
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1answer
29 views

Directional light shadow on terrain

When player is walking on terrrain, around him Unity is rendering shadow coming from directional light. But after some radius in the distance, shadows are not rendered. Only when player walks close ...
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0answers
64 views

Campaign Maps like Total War

How do I make a map similar to the campaign maps of the total war series? Here is another game with a similar concept: Using Unity I tried creating a massive terrain and zooming out, and scaling ...
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0answers
37 views

How do I create a HeightField in pybullet?

I've been looking for documentation on PyBullet, the python implementation of Bullet, but I haven't yet found a way to implement the btHeightfieldTerrainShape collision object, which I need to make, ...
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0answers
54 views

How can I make an infinte terrain with object pooling in Unity?

I am currently making a 3D endless runner game in unity in C#. I now need to make the platform(3D Tiles) infinite but I don't know how. I already did some research but I don't find the right tutorial. ...
2
votes
1answer
48 views

Working in large play-area maps, what are the performance and practical differences between Unreal Terrain and a subdivided OBJ mesh terrain?

I've managed to reliably use SRTM Geotiff Raster Data with some modifications to create decent terrains in unreal, but there is a small problem with how I go about city-building when I'm not using the ...
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0answers
35 views

How is terrain editing implemented like a sculpt tool?

Some creativity/sandbox games have a terrain editing feature. When thinking of a terrain, I'm thinking of a grid of vertices. The elevation of each vertex is then determined by a heightmap (image). ...
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votes
1answer
90 views

How can I make the terrain infinte?

I am making a game in Unity 5 in C# and I need to make the terrain infinite. I have tried to make it infinite but it just keeps spawning the terrain too much times and then the game crashes. Does ...
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0answers
48 views

How to fix this terrain behavior?

EDIT: This is for In game Terraforming, kind of like in life is feudal. https://www.google.com/search?q=life+is+feudal+terraforming&rlz=1C1CHBF_enUS792US792&source=lnms&tbm=isch&sa=X&...
4
votes
1answer
149 views

Effective & Efficient Way to Simulate a Desert

Introduction I hope that this question isn't too broad, my apologies if it is. Anyway, getting to the point, our video game is set in ancient Egypt and, to nobody's surprise I'm sure, Egypt has a lot ...
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votes
2answers
62 views

Perlin noise terrain: 3 coordinates from one

I am making a game with procedural terrain, like minecraft. I have a perlin noise function which takes one integer and returns a number between zero and one. However, for terrain, I need a single ...
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votes
0answers
31 views

flow map for water flowing given a terrain

I have a terrain ( in the form of mesh/element), and I want to indicate how the water flows in the terrain, subjected to gravity force and the terrain condition ( of course). A crude way of doing ...
1
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0answers
172 views

Large Scale GIS in a AAA-Quality Game Engine? (Unreal, Cryengine, Unity, Etc.)

I am working on a new simulation project that requires large scale, real-world terrain and imagery (GIS). By large scale, I mean that I would like to support databases that cover something on the ...
0
votes
1answer
63 views

What are some ways to make a scene without walls and infinite terrain visually appealing?

My Player Character is standing in the middle on flat infinite terrain. The player can see as far as the farplane of the camera. And there is nothing there which is... boring. I wanted to Plant a ...
2
votes
1answer
114 views

Random 2d terrain algorithm for map generator

I'm new to game development and I need some advice. I'm building a web based 2d random map generator and I wonder which algorithms there are to create such random terrains in a simple matrix as seen ...
0
votes
1answer
47 views

Infinite sidescrolling terrain in Unity

I am trying to create a horizontal line at the center of the screen that goes infinitely. I could make the line short and move it with the camera but the shape of my line actually changes as you ...
1
vote
1answer
90 views

Use heightmaps or direct vertex manipulation for runtime terrain editing in UE4?

I am creating a terrain editor and creator for in our game, in which we should be able to create hills and dales, create different shapes(forms) in the terrain etc. I came up with 2 approaches on ...
1
vote
2answers
169 views

How can I generate a random 2D surface

I'm trying to build an old game (Lander) where you try to land a spaceship on a flat platform. But I have no idea how to generate a random surface. Something like in the picture would be nice. Edit: ...
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vote
0answers
117 views

2D Sideview Procedural Water Generation

How can I generate water in a procedural 2D sideview landscape? Here's what I currently have: First generate the heightmap of the land Then generate the water, based on the land Here's how I ...
5
votes
2answers
210 views

Scan for water in 2D procedural terrain locale

In my 2D-sideview game, I have certain biomes, each one having a unique sea level, or water height, (depending on the humidity of the biome). The terrain is composed of stacks of blocks, each being a ...
4
votes
2answers
288 views

Unity: Create large Terrain with accurate raycast detection?

I'm not using the Unity Terrain because it lacks certain features. Amongst them, you cannot tile them: You cannot create concave walls or make holes in it: No custom textures, no detail textures, ...
1
vote
1answer
181 views

How can I generate terrain like SimCity 3000 does?

Are there any tips anywhere on generating terrain such as is used in SimCity 3000? I have used World Machine before, but I want something low-fidelity. I think there are only a few allowed vertical "...
6
votes
3answers
317 views

Generate cave like Terrain in 2D

I want to create 2D Terrain randomly. It should look like a connected Cave (Shown below). What is the best method or Algorithm to get similar results? The important part is the open area(green) and ...
2
votes
1answer
74 views

How to add prefabs to the terrain and still retain scripts, colliders, etc.?

I have been working on an old DOS-styled game, and I began work on the trees for my terrain. Here is a group of them: They, right now, are simply objects in the scene. This works, but is very ...
1
vote
0answers
58 views

How can I use height patches to generate terrain such as what was used to create Abzu?

Last year's GDC was pretty inspirational for me and Matt's talk about GiantSquid's landscape creating workflow was the best of all. If you haven't seen it I highly recommend you to check it out. I'm ...
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0answers
191 views

Generate Height map for unity-3D from Lidar point data

I have Downloaded a data set from udacity open source self driving car program from here. It is a ROS (Robotic operating system) BAG file more info.The BAG file contains data collected from Velodyne ...
3
votes
1answer
68 views

Algorithm for “mipmapping” terrain vertex heights and normals

I am creating an engine in opengl. As the distance from the player increases, the width and height of the tiles increase by factors of 2. How can I do this? I am currently just averaging, but I miss ...
3
votes
1answer
151 views

Roads rendering over 3D terrain

I've got a 3D terrain that consists of many heightmap-based tiles. I need to render multiple roads over the tile. By now I simply subdivide road into tile pieces then generate a decal per each tile. ...
1
vote
1answer
89 views

Terrain not rendering underneath

I’m having a problem with my terrain, it’s not rendering from underneath, iv’e also noticed this with any other plane I add into unity or model in blender, is this normal or is there a technical fix ...
0
votes
0answers
51 views

Unity Terrain with underbelly

We have been working on our game concept and it requires terrain to be positioned at different heights and therefor have been attempting to work in some kind of underbelly to the land masses. We are ...
0
votes
0answers
78 views

How to deal with sharp edges on large terrain resolution in unity?

So first off I'm using a .raw file to generate my terrain and that part works great. My main issue is when I change the Terrain Width and Height to 5000 the Terrain gets so stretched it looks low ...
0
votes
0answers
246 views

Create a 2D spline-based Terrain in Unity3D

I want a 2d terrain in Unity that can be edited in Scene view. I have come across a github repository which nearly serves my requirements, but I am not sure what exactly I can do to make it have ...
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votes
1answer
62 views

Height Maps for story driven terrain

We are developing an indie story driven adventure game and our writer is writing specific geography into her story. Is there any information on how to create height maps for specific geography? I have ...
3
votes
1answer
190 views

Diamond square texture: too-diamond-ish?

I wrote a small JavaScript implementation of the Diamond-Square height map/texture algorithm and the result is much more industrial-looking than I expected. I can trace a diamond pattern throughout (...
3
votes
1answer
197 views

How could I remove part of a Terrain Collider?

After reading through this site, I began to think on how could I remove the colliders of vertexes with a transparent texture on it? I had read a suggestion (forgot where it was) to disable the whole ...
0
votes
1answer
450 views

Drawing a grid over a terrain using a mesh - Shader Depth and Z-Buffer

What I'm trying to achieve is rendering a (huge) tile grid over a terrain. For that I'm using a generated mesh of quads, one for every tile, whose vertices Y value is the same of the terrain to "shape"...
0
votes
1answer
38 views

Determining and Re-Considering Trapped Targets when Path-finding

I have a game that has multiple path-finding agents (A*) with a grid based map. The player can change the map by constructing walls, floors etc. and the agents will move to construct what the player ...
3
votes
2answers
358 views

Procedurally generated terrain that has some caves

I want to generate a terrain that has a few overhangs, and some caves. So a simple height field from a 2D noise is out, as there would be no overhangs. The other extreme, to define a world from a 3D ...
1
vote
0answers
108 views

How to efficiently batch blocks and reduce drawcalls in a voxel-like game

To fully get the benefits of GPU instancing in Unity in a voxel-like game I'm trying to batch as many static blocks as possible (the terrain won't be destructible, and I can't set these blocks to '...
0
votes
0answers
111 views

Algorithm for multitexture using texture arrays

I want to multitexture a terrain mesh. I have 16 textures in an texture array. For each vertex I have the weight of each texture. I care only for the two most prominent textures in each vertex. For ...
0
votes
1answer
98 views

How can I split my terrain into quads so that each quad would have a renderable vertex/index buffer? (DirectX11, C++)

I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent. I am currently starting with a grid of triangle pairs that make squares and ...
0
votes
0answers
84 views

Level editing using a 2D map for a 3D game

We're trying to make a level editor for a 3D game that involves walking around outdoor environments. In many ways a heightmap satisfies the game's needs, but it also falls short in several ways, so we'...
3
votes
1answer
148 views

Very large terrains in Unreal-4

I was watching some YouTube tutorials on making terrains in UE4 and in each one they mention that the larger the terrain the worse the performance gets. I was wondering what you would do if you wanted ...
0
votes
1answer
370 views

Perlin noise terrain generation with integer (discrete) elevation levels results in artifacts at rounding boundaries

I am trying to generate terrain with discrete height levels using Unity's built in 2D Perlin noise function. The output is a float in [0,1]. I then scale the float linearly to a range [minimum Height, ...
0
votes
0answers
46 views

Making tilemap terrain painting

I've been trying to build a terrain painting brush for the editor of my platform game and have been trying to come up with a good method of building it. I've made a method that checks each tile ...
0
votes
1answer
941 views

How to stitch terrains together in Unity

I'm building a world that consists of multiple terrains and I was wondering, how do I go about stitching them together so that features of my map will "fit" together? I know Unity has the ...
1
vote
0answers
119 views

OpenGL terrain rendering

I have written my own 3D engine and want to improve some of my render systems. Right now I've got a terrain system including the shaders). I can add 4 different textures which can be blended at any ...
4
votes
2answers
230 views

rolling hills terrain generation

I am trying to implement cartoon style terrain generation in Unity with perlin noise. I want to create 3D rolling hills for my game like in mario The low frequency perlin noise I leverage always ...
-1
votes
1answer
66 views

How can we generate terrain using simplex noise 2d with block position vectors

My problem might be special comparing to other questions related to terrain generation using simplex noise 2d. Each chunk contains a table of 1-dimensional array which encompasses the position data( ...
3
votes
0answers
38 views

Merging tesselated terrain with manually modelled

In my flighsim visual system I am rendering large scale terrain using fixed grid mesh which is tesselated and displaced using height map. But for some relative small area (usually airports) we have ...