Questions tagged [terrain-rendering]
Terrain rendering is the visual representation of 2D or 3D landscapes.
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How to fix diamond artefacts in diamond square algorithm?
I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial
I store the height values into ...
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Rendering Infinite 2D chunks?
I'm working on a top-down 2D RTS with C++ and SDL2, and have implemented the biome/terrain generation, tile rendering and a rudimentary camera system. I already have the skeleton code in place that ...
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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 ...
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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 ...
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How I can compute normals in a tesellated terrain?
I'm trying to generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch.
My problem ...
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How to render and interact with a seamless wraparound world map, in the style of e.g. Civ 5, in Godot 3?
I asked a similar question on the Godot subreddit but I want to ask here as well in hope of getting more detailed/different answers.
I'm making a world map for a turn-based tile-based 3D strategy game ...
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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 ...
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Having a Logic Error in my tile rendering code
I am a novice programmer.
In my program, I can render a 5000 x 500 map, but it renders incorrectly, instead of this :
,,~,,,,~,,,,,~,~,,,,,~~,,,~,,,~,,,~,,~~~,~~~,,,~,,,,~,~,,,~~,~,,~,~,~~,~,,,,,~,,~~,...
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How to get rid of intersections between terrain and road strip drawn on top?
When I draw a road as is (stencil:off, depth:on,less), the results are like this - ;
Then I tried adding stencil a test for the road:
...
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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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How to best select a texture pair to use in height blending when using a splatmap shader
In my project, I'm implementing a shader to combine up to 4 textures in a terrain using a splatmap texture (https://en.wikipedia.org/wiki/Texture_splatting).
I want to combine the splatmap blending ...
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LibGDX - Render texture background twisted
I am developing a 2D survival game. In these days, without make some features, I am fixing some bug. There is one which I got stuck on: my map has a background made with grass, earth, desert, water ...
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How would I go about coloring marching cubes terrain?
I'm making a game with marching cubes terrain (I know very original idea) and I don't exactly know how to color it. I have a system to do it, I just need to know how to interpolate it where it's not ...
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How to draw grass sprites without using gameobjects?
I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system.
Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
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Extend distance for rendering grass and tree objects on terrain
I am trying to make an adventure game with a big landscape (made the terrain with terrain tools) with 3D models of grass (that I placed using terrain tools) but it only shows the grass/trees that are ...
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How to create terrain made of small tiles?
The terrain in my game must be created using tiled assets. I have unique textures for each tile (all with the same height and width that can be used to compose the terrain) and the information of each ...
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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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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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Proper way to supply different textures and multiply matrices for thousand of terrain meshes
What I have
Terrain chunks of size 64x64 meters in a custom format
PVR textures
OpenGLES2 renderer
GLSL shader
None of the above can be changed in any way, i.e. I can't modify the existing code of ...
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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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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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Flat shaded triangles using the ModelBuilder?
I decided to give the ModelBuilder a try but I cannot get rid of the smoothing of my terrain. So what I tried:
Create each triangle individually with there own ...
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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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How can I smooth my voxels similar to 7 Days to Die?
7 Days to Die is a voxel space game like Minecraft. However unlike Minecraft, the ground blocks, sand, ore and stone are smoothed so they blend into each other and hills and tunnels appear more ...
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Help understanding Accidental Noise Gradient function
Background:
I am trying to create a set of functions to manipulate noise, similar to Libnoise, Fastnoise and the Accidental Noise Library. The end goal is to produce terrain.
As recommended by ...
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How to make procedurally generated terrain look realistic
I generated a terrain using a technique from this blog post, everything worked well and I got the wanted result.
This is what my generated island looks like:
As you can see the terrain have a polygon ...
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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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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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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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How to create soft gradient texture
I'm currently testing out Unity 3D and one of the things I can not figure out, is how to create textures that are what I would describe as "Soft Gradient".
Here is an image of what I would describe ...
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How to generate or smooth really large procedural terrain?
I'm currently trying to generate a really large procedural terrain in WebGL. I use a quadtree for LOD and plan to generate 1 heightmap for each quadtree node (terrain patch).
The heightmaps are ...
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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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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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Render moveable entities into 3D isometric world?
I have a separate list of moveable entities, and then the regular 3D map, represented by a 2D array of stacks of tiles. My problem is that right now, I'm rendering my moveable entities after the map, ...
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Error code 1282 when calling glDrawElements
I am trying to render my terrain using an EBO, but the function glDrawElements returns an error (1282). I tried to find out what ...
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Swapping out Vertex Buffer Necessary for Terrain LOD?
I am using Directx 11 to try and implement terrain level-of-detail.
I am trying the idea represented in this tutorial:
http://www.rastertek.com/tertut18.html
Which is split your terrain into nodes, ...
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offset texture attached to frameBuffer to render panorama
I would like to pre-render horizon of large landscape to texture and than paste it as cylindrical screen around the camera (to accelerate rendering of distant details)
Easiest would be make 8-gon ...
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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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Terrain Rendering/Update Failure Python 3.x
I have begun to create a procedurally generated RPG using Python, and I am having trouble with rendering the terrain.
What is happening:
I generate some terrain from some files, or create/save new ...
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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&...
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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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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 ...
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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 ...
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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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DirectX11 - Color Interpolation Along Quad Diagonal
Imagine that we have a vertex structure that looks like this:
struct Vertex
{
XMFLOAT3 position;
XMFLOAT4 color;
};
The vertex shader looks like this:
<...
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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'...
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Implementing an open world environment
Lets say my engine supports a "Model" with a position in the world, hitbox and the data to paint in the render method. Should an open world map be a "Model"? How do I render only part of it in order ...
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Generation of a moon terrain
I am making a small game like Kerbal Space Program. What I do is when I am over a certain height, I render the planet or moon as a sphere. Each planet or moon will have a generation seed to generate ...
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How to make this generated terrain flat-shaded?
I'm generating a relatively low-poly terrain for my game using the code below:
...