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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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Rendering smooth terrain with Three.js

I am trying to render smooth terrain but the triangles have sharp color edges instead of smooth transitions: (The idea with the colors is to have it more yellow-ish the higher it is and greener the ...
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How do I create a texture from a surface in DirectX 8?

I am making a game in DirectX 8 for a retrocomputing game contest. I am creating a Real Time Strategy game, and I am trying to make a minimap, which is merely an orthographic view of the terrain. When ...
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Unity - 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 ...
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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 ...
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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 ...
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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 ...
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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-...
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Painting grass and trees on other meshes with Unity terrain

I'm trying to work out a way to add terrain details such as grass and possibly even trees to meshes like rocks and cliffs. I'm just assuming that I might be able to add the meshes to the terrain ...
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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. ...
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Spots missing from terrain nav mesh after baking

I have a problem with Nav Mesh. When I bake it, the baked terrain is correct except for 2 spots which stay empty like there is something there but it isn't. I disabled every object and it is still ...
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1 answer
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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 ...
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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 ...
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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 ...
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HUGE 2D worlds in Unity (like spaceflight simulator)

I am a beginner in the field of game development and I am having some doubts regarding some stuff... I am trying to build a 2D space-rocket-orbit game like the Spaceflight Simulator and I'm not able ...
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Workaround for texture coordinate problem on border of terrain "chunk"?

I am working on clipmap terrain with streaming chunks loaded into a texture array. There are currently 2 texture arrays, one for the heightmap chunks and one for the normal map chunks. Chunks load in ...
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How to detect ray cast collision on terrain gameobjects?

I made a script were an objects shoots a ray cast facing on the vertical axis and detects were the terrain is and then moves to the current terrain height wherever it is. This is so I can spawn an ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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....
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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 ...
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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. ...
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1 answer
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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.
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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 ...
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2 votes
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Rendering smooth ground

I'm attempting to render terrain made out of a triangle mesh. The problem is that whenever I have a northwest -> southeast ramp in the terrain, I get this diamond pattern: The issue is that at the ...
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1 vote
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Update to the ROAM Large Scale Mesh LOD Method

I'm looking to create very large planetary terrain meshes. The most efficient and researched methodology I've seen so far was the ROAM 2.0 Method. However, this was written and published in 2005. Does ...
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Count Unity terrain size In blender?

My unity terrain size is 150*150, and I want to create a plane in blender have the same size. How to figure the correct size ?
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How to programmatically overlay a shader on a terrain by mask (Unity)?

I can paint the terrain with textures.I would like to see water drawn with a shader, and not a stationary water texture on the terrain. Moreover, it was possible to assign a shader to the terrain, but ...
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Polygon filling algorithm

Share your methods or algorithms for painting areal objects, I will be very grateful. I have points List <Vector2> or ...
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Editing terrain in Blender

I have created a terrain mesh in World Machine. When editing the mesh in Blender is it possible to select a vertex and adjust its coordinates using text entry? I need the height of each vertex to be ...
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4 votes
1 answer
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Which Terrain LOD algorithm should I use for super large terrain?

My game needs a terrain, the requirements are: Freely Zoom in & zoom out, like GoogleEarth. Max resolution when zooming in ~100 meter, Max range when zooming out ~2000km (a whole country scale). ...
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Drawing a deferred decal when the camera clips its bounding geometry

I have a building grid effect that I decal onto my terrain using a cube that moves to follow the cursor. You can see if the camera gets too close to the cube, it gets clipped by the camera's near ...
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Ray casting through terrain mesh + Octree ( Mesh collision )

I'm currently in development of a terrain editor which i will use for my game. One thing that is partially stopping my development is that I don't have collision detection implemented between mouse ...
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171 views

Procedural terrain in the Style of "Zelda: A Link to the Past"

I am working to create a system that randomly generates pseudo-3d terrain on a tile grid using the methods used in the legend of zelda games between link to the past and minish cap. I have created a ...
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Generating objects in Open Worlds

using Unity I have an open world (infinite) which is proceduraly generated in chunks. In this world I want to proceduraly load objects/trees/grass by raycasting them around the player position and ...
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How to export a terrain from Unity to Blender?

I'm trying to make an environment for my scene that consists animations and other objects such as trees. Making a terrain in Unity seem to be a lot easier than in Blender, so I want to export that ...
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Terrain deformation via mouse in real time using OpenGL

The main problem I’m facing is how I can, given a spot on a terrain mesh (x and z coordinates) change the mesh so that the surrounding points also change height but will be less affected. What’s ...
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Sea is higher than land when importing large real world terrain

I am trying to import some real world terrain into Unity with the help of Global Mapper. The data I am using is download from CGIAR SRTM(http://srtm.csi.cgiar.org/,http://srtm.csi.cgiar.org/srtmdata/)....
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1 vote
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Projecting grid textures to select parts of the terrain (Unity)

So I'm trying to be smart and not use 500+ some tile prefabs to make a grid, and so far the back-end portion has gone swimmingly. I initially used a dedicated mesh to represent the grid, but as I'm ...
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1 vote
1 answer
722 views

How to make many perlin noise function match

I am trying to create procedural terrain using Perlin noise here is what I have so far: I create "Chunks" of a fixed size using a Perlin noise function, each chunk is a flat mesh (like a plane). ...
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1 answer
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Setting vertex colors for a marching cubes mesh

I am making a voxel based terrain system (Yes, I know, very original...), anyway... Each voxel should have it's own color so the player can distinguish which type of material it is. For example: dirt ...
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2D Terrain Modification/Expansion?

I have a problem which I don't really know what to call, and I would like to apologize in advance for perhaps the misleading title. Let's say I break a few objects in the 2D game and they scatter ...
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Where can I find an accurate map of Earth for a real-time third-person game?

I want to create a game that will allow the player to move to any place on Earth. The game will not be first-person, but it will be possible to zoom in quite close nonetheless. What I am lacking is an ...
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1 vote
1 answer
367 views

Question about CDLOD quad tree

I have been digging and researching into CDLOD and there are some things I dont understand. https://github.com/fstrugar/CDLOD/blob/master/cdlod_paper_latest.pdf states: The quadtree structure is ...
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Performance problem with chunked LOD

I managed to create Zoomable planet. When I get closer to it the respective chunks are splitting and every split holds 4 x 16x16 grid (1024 verts). When getting closer the respective chunks split ...
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