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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56 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 ...
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42 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 ...
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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 ...
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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 ...
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40 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 ...
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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 ...
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1answer
65 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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54 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 ...
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1answer
77 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 ...
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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 ...
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114 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-...
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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'...
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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 ...
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1answer
40 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): ...
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3answers
88 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 ...
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2answers
43 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 ...
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78 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 ...
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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 ...
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133 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 ...
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37 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 ...
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1answer
93 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 ...
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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 ...
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1answer
109 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 ...
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1answer
486 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 ...
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74 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 +...
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Unity Terrain Tree tool - couldn't be instanced because the prefab contains no valid mesh renderer

I have a Prefab I have made which is the Obj file dragged and created from there. When I add it to the Terrain Tree tool I get the error: The tree Fir_Tree_ChristmasGreen Variant couldn't be ...
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190 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. ...
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1answer
115 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 ...
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3answers
101 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 ...
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1answer
228 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, ...
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2answers
260 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 ...
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113 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 ...
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132 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 ...
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59 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 ...
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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 ...
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234 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 ...
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1answer
247 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 ...
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1answer
452 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 ...
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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 ...
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1answer
681 views

How can I make a gradual slope with Unity Terrain tool?

As the question title states, I am trying to make a gradual slope in Unity Terrain. I want it to be many 100's metres long for a golf course and it will slope in a few directions hopefully in places. ...
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169 views

Creating Terrain of Golf Course in Unity? (use Unity Terrain or 3d software)

Hi all I wanted to create some simple, but pretty, golf courses for a Unity game. I've not found much success with the built-in terrain maker as the painting of textures is not sharp edges). Is it ...
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Is Quadtree Terrain Decimation applicable today?

It all started from that page. https://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1 I didn't quite got what it was all about, so I've looked at this. https://www....
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3answers
327 views

SRTM data represented in 3D using Unity Terrain

I am new to using Terrain height maps in Unity. I'm trying to use real-world terrain height data, using sources including: The US Geological Survey (files like N24E054.hgt) Google Maps (SRTM hdr ...
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1answer
612 views

Terrain collision detection

How should I go about making terrain collision system without hightmap ? What I have tried is building a heightmap from a blender model, but that works only if the vertices are evenly spaced. Mine ...
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161 views

Chunked A* Pathfinding Issues

I've run into an issue with A* pathfinding in a chunked world. This is my current setup: The world is designed in Tiled and exported as a .json file. I wrote a little program that converts the .json ...
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Built-in Terrain analogs search: is it worth to use imported 3d-model?

I think 3d-model is better than the built-in terrain-component in Unity when it comes to optimization. But when it comes to texturing terrain made in 3rd party 3d-modeller, how to apply resulting ...
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117 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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466 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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219 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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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. ...