Questions tagged [terrain]

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

Filter by
Sorted by
Tagged with
3
votes
1answer
63 views

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). ...
1
vote
0answers
22 views

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 ...
0
votes
1answer
59 views

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 ...
1
vote
0answers
63 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 ...
0
votes
0answers
33 views

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 ...
1
vote
0answers
38 views

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 ...
0
votes
0answers
60 views

“SetFloatImpl can only be called in the main thread.” What does this mean and how can I fix this?

I am trying to create procedurally generated terrain and I have a Default texture with some code for my terrain material. An error pops up saying that SetFloatImpl can only be called in the main ...
0
votes
0answers
19 views

Terrain texture

Here I've made a terrain Well and terrain's texture looks very boring. Somehow I need to make a texture that looks like the picture below (picture from the game STALKER). I'm not an artist, so I ...
0
votes
0answers
120 views

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 ...
0
votes
0answers
35 views

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/)....
1
vote
0answers
60 views

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 ...
1
vote
1answer
101 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). ...
0
votes
1answer
174 views

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 ...
0
votes
0answers
44 views

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 ...
0
votes
0answers
67 views

Multithreading or compute shaders for procedurally generated terrain

I'm trying to code a game in Unity with a procedurally generated terrain that is divided into chunks. Is it faster to use multithreading or compute shaders to generate the terrain and mesh? If it ...
0
votes
0answers
14 views

Perhaps all the settings that apply to prefab apply to terrain.terrainData settings?

I have a brush widget in which the following settings: Can I apply all these settings to terrain.terrainData? Common settings terrainData and ...
0
votes
1answer
48 views

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 ...
0
votes
0answers
25 views

Removing detail in terrain grid where it's not needed

Let's say I have a terrain system which uses a brute force approach to rendering; a typical regularly spaced grid which covers the whole area, and there's no level of detail system. One possible ...
0
votes
1answer
103 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 ...
0
votes
1answer
72 views

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 ...
1
vote
1answer
140 views

Generating lakes and rivers on 2D grid

I recently posted a question about how to technically represent a generated terrain similar to the game kingdoms and castles. I got some great advice and decided to create a 1x1 cube at each ...
1
vote
0answers
73 views

Trying to Rotate terrain

I'm new to OpenGL and don't really know how to rotate a terrain. For my graphics class, I have a project I need to do that is making a tire using OpenGL and work that we done in class (my framework is ...
0
votes
0answers
149 views

Rendering detailed martian terrain for an RTS

I am trying to develop a RTS game that has: Various planets Each planet topology could vary between chock full of craters, to smooth hills and mountains planets In sum each "biome" should be unique-...
0
votes
0answers
55 views

What's the most efficient way to create underground layers of procedural terrain?

Background information I am in the process of making a game engine so I have complete, explicit control over everything, anything is an option. I desire to make procedurally generated 3D terrain. It'...
1
vote
0answers
54 views

how to make a seemingly endless backdrop in Unity

Potential solution at the bottom. I have a rocket which flies straight up, as it gets higher you can see the edge of the terrain. I want the rocket to eventually leave the atmosphere and then the ...
0
votes
1answer
42 views

Derivatives usage in FBM core

So I learned now about derivatives and fbm, but can not figure out the effect of this code example (credits https://www.iquilezles.org/www/articles/morenoise/morenoise.htm, bottom of page): ...
1
vote
3answers
236 views

Recommended data structure for storage and fast access of infinite chunk-based heightmap terrain

I'm aiming to create a chunk based heightmap terrain in Unity. I already have a basic multifractal simplex noise set up and working, able to generate heightfields and meshes at runtime... but only ...
0
votes
2answers
53 views

Capping neighbour height difference on heightmap?

I am generating a heightmap with some basic perlin noise but I need to cap the differences between each neighbouring value. A cardinal neighbour can only be ...
2
votes
1answer
297 views

Unity Seamless Terrain

I am programmatically generating terrain using unity's terrain object and assigning height maps to it via the terrainData, the problem is that there are seams even when using the GroupingId(which is ...
0
votes
0answers
52 views

Least expensive way to build a forest in Unity3D?

I'm a programmer with some experience in Unity. My objective is to make a game (or maybe just a virtual space you can walk around in First Person perspective) featuring a forest and to make it look as ...
6
votes
2answers
204 views

Mapping noise to sphere surface

I'm attempting to create a sphere with terrain (aka planet). I managed to procedurally create an icosahedron, and I am able to subdivide it (yay), but now I'm stuck on terrain. My current idea was to ...
0
votes
0answers
51 views

LWJGL 3 - problem with flickering when rendering terrain with colors

For while now I m trying to built a terrain generator for my game engine and again I'm stuck with problem. I'm trying to generate a terrain using colors, so no textures. In short my problem is ...
0
votes
1answer
102 views

How can I destroy trees when placing a building in an RTS?

I am developing RTS game. When I build buildings on the Terrain, any trees that were in that location end up intersecting with the building. I want to remove all trees from the building's footprint ...
29
votes
6answers
6k views

Procedurally generate regions on island

I currently have islands that look like this: And I want to procedurally subdivide it into regions, like this: What algorithm does what I'm looking for? Do you have suggestions on how to create ...
1
vote
1answer
138 views

How can I get old Minecraft style terrain biome selection?

I'm using this post as a reference for what I'm doing. The real thing of interest is this: As you can see, this is a Whittaker diagram, with temperature and rain considerations. So would this be ...
5
votes
1answer
806 views

Procedurally generating non tile based top down 2d game worlds

I’ve been fascinated by procedural generation for over two years now. I have played around with many types of noise generation and even wrote some myself. I’ve been looking into water erosion and ...
2
votes
2answers
82 views

Midpoint displacement generating unsatisfactory terrain

Following this lesson for implementing mid-point displacement algorithm for terrain generation. I aim at generating a wavefront(obj) file of the terrain I have an array of dimension (2^n + 1) x (2^n +...
0
votes
0answers
272 views

Voxel terrain generation performance problems

I am trying to create a minecraft clone to practice some stuff in Unity including Raycasting, terrain generation and player controlls. Terrain is generating without any problem with a perlinNoise. My ...
0
votes
1answer
179 views

Performance of delta force-esque voxel terrain

I've been reading about voxel terrain lately and often see people asserting that it will absolutely kill performance. What I don't understand is how games like Delta Force managed to have smooth ...
1
vote
3answers
107 views

how do I tile this generated terrain infinitely around the player?

i made a script that instantiates cubes with for loops and perlin noise. is there any way i can tile this infinitely around the player? here is the script for the generation of one tile ...
1
vote
1answer
281 views

Diamond Square Algorithm - How to fix horrible diamond shaped artefacts and spikes?

I was attempting to follow this article explaining the implementation of a wrapping version of the diamond square algorithm. I tried running it with dimensions of 128x128 and a "feature size" of 16, ...
3
votes
2answers
333 views

Procedural terrain generation is very slow

I've been trying to create procedural generated 2d terrain (similar to a game like Terraria) using Simplex noise. I was able to get the noise function working, and I set up a grid of 16 by 16 tiles ...
0
votes
2answers
147 views

How to avoid the cutoff of a Sprite when overlapping in a terrain?

I have a scene where I have a terrain as a PlaneGeometry. And I'm trying to locate a building on it as Sprite. But I'm not able to put that building/sprite centered on the terrain without getting a ...
0
votes
0answers
186 views

XNA 4.0 C# How to draw cube with the index method

EDIT NOTE: I was trying to impliment indexing to my code instead of instancing. I left the indexing method because in my case, I don't need to use it. Preview Untill now I have drawed my cube with ...
0
votes
1answer
60 views

3d game terrain creation approach

I want to create a terrain/world map for my 3d game. I want a huge map. For example, ill make it in Blender or generate from a heightmap. Then I plan to divide it in chunks so I can load/unload and ...
1
vote
0answers
98 views

Unity Shader: Make water on terrain transparent without fading

I want to create a shader for a terrain to make the water fully transparent but not invisible or faded. In this example I would want the purple square to be seen through water but not through the ...
0
votes
0answers
370 views

Unity3d getting terrain height

I am making an RTS game in unity like Total War games. As for rendering I am using Graphics draw mesh instanced method and after culling a I can easily render massive amount of soldiers on battlefield ...
3
votes
1answer
438 views

Workflow for creating spherical heightmaps

I'm wondering how I can create a spherical heightmap. In my ideal workflow, you'd see a 3D sphere that you can edit using procedural terrain techniques (like World Creator) and that spherical terrain ...
6
votes
1answer
625 views

How do I store destructible terrain that characters can walk on?

I'm trying to make a 2d game like Worms (in JS, if it's important). I found 2 possible ways of implementing destructible terrain: Bitmap. Store every pixel in a huge 2-dimensional array Represent the ...
1
vote
0answers
57 views

How can I save a local player modification into a procedurally generated terrain density octree?

So I have recently been researching how to implement DC for procedural terrain. I originally planned to use a 3D grid that just stated if the point is solid or not. I have noticed that most other ...

1
2 3 4 5
8