Questions tagged [terrain-rendering]

Terrain rendering is the visual representation of 2D or 3D landscapes.

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20 views

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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1answer
176 views

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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2answers
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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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2answers
66 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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81 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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2answers
234 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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1answer
59 views

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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1answer
170 views

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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291 views

Unity Terrain Grass/Detail distance. Draw distance is set to maximum but grass seems to magically appear ingame, what did i do wrong?

Hello all I am trying to learn more about using the Terrain editor in Unity. I want to add grass billboard style. It looks quite good up close, but it seems you can only set the draw distance to 250 ...
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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
273 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
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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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712 views

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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1answer
60 views

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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1answer
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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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1answer
48 views

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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59 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&...
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1answer
199 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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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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1answer
49 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 ...
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1k 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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2answers
433 views

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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1answer
555 views

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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1answer
332 views

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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1answer
436 views

How to make this generated terrain flat-shaded?

I'm generating a relatively low-poly terrain for my game using the code below: ...
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1answer
231 views

Procedurally generated satellite view textures for large landmass rendering

I'm rendering a big land mass to be viewed from high altitude (40+ km), so I need satellite view style textures to be generated on the fly. The per vertex attributes I've got are: Biome (forest, snow,...
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3answers
996 views

Noisy edges, smoothing out edges between faces via fragment shader

I have a generated terrain, with hexagonal geometry, as per screenshot below: I then generate biomes, but as you can see the borders between them are really ugly and straight. To hide that hexagonal ...
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2answers
156 views

How to solve problem with Terrain Flashing and then disappears when flying away?

I am making flight simulator( my first Unity project) , the biggest challenge so far is terrain, so whenever I fly away from it (not that far) the terrain starts flashing and disappears which is just ...
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1answer
586 views

Unity 5 skybox reflection on terrain

I begin to use Unity 5. I added a terrain and a skybox in my game but there is always reflection of sky on my terrain. As you see in the picture. I added texture to solve the problem. But the ...
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1answer
2k views

How to smooth terrain to lower polygon count?

I'm using Unity. I've created a simple Beach using Terrain editor. The problem is that Stats show me already a lot of Triangles only for Terrain renderer: 40K . So my question is: how can I create ...
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1answer
149 views

Multiple buffers and calling glBufferSubData

Originally asked this on Computer Graphics, but it might fit in better here. In my project, for convenience I would like to use many buffers. Many buffers in my case means 50-100 terrain patches ...
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3answers
500 views

DirectX11 - Texturing Terrain Mesh with Shared Vertices

I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
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1answer
368 views

Procedural generation of heightmap for non rectangular surface

I'm working on procedural generation of terrain for a continent, meaning I need a wide range of hills, mountains and valleys generated around the continent. For mountains I've adopted Amit's algorithm ...
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1answer
669 views

2D “digging” method in unity

I am in the process of developing a 2D digging game for mobile. I need an efficient method to dig tunnels through the levels (Similar to the game play in Death Worm), and build colliders around the ...
3
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1answer
800 views

General Octree question: What do you actually store?

Ok, So I'm experimenting with various terrain generation methods, primarily in Unity, but i'll admit to not use all its features because I started learning about Game Dev in XNA YEARS ago. So, I made ...
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1answer
3k views

Making Cave system in Unity 5

I know there are many threads about this but none of them seems to work for me and I spent like 2 days already on that problem. Things that I've checked: http://wiki.unity3d.com/index.php/...
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0answers
167 views

Regional Variation with Perlin Noise

I used Game Maker to construct a 3D terrain using Perlin Noise. Since I wanted to create an island, I set the noise function to return a value between 0 and 128. Then I checked each point and ...
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1answer
465 views

How can I efficiently render a large, zoomable world map?

We are looking to develop a grand strategy PC game in Unity with a world map similar in scale to Crusader Kings 2 and Europa 4. We want to add more details to the map so that we can stand out ...
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0answers
161 views

Renderering problem with flat terrain

i was testing out my game engine last night, but stumbled across this unexpected result. Here is a picture: As it appears, it is renderering 1 triangle and not renderering the other triangles. I ...
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1answer
198 views

How do i make floors of varying height in OpenGL?

So I am currently working on a small Game(/engine) in OpenGL and I want to build a little world editor. Nothing too fancy: Just some functions to add objects to a scene and manipulate them (rotation, ...
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1answer
173 views

OpenGL: Generating a single square with a Quad Strip

I am currently trying to create a terrain generation system (for my 3D game) with OpenGL 2.1. The way I am doing it requires the creation of a massive 2D square that consists of multiple smaller ...
5
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1answer
422 views

On a 2D generated terrain what is the easiest way to pick tiles for the shoreline?

If I have a two-dimensional array with ones and zeros for water and land respectively how do I choose what shoreline tile to use according to the water and land tiles surrounding it? The shoreline can ...
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2answers
223 views

How do I efficiently choose the terrain chunks to render based on the player position?

Well, I have an array with all the terrains. How do I render them? I just add them to a List of terrains that are sent to the Renderer. There, every terrain of the list is rendered. The problem is ...
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1answer
794 views

LibGDX Box2D texture on dynamic generated body

I'm creating a game that is similar to hill climb racing. I've generated the ground and now I want to add texture to the ground. Here is a screenshot of a game Here is my code (I create ground using ...
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1answer
967 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
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1answer
327 views

deformable terrain

I'm currently working on a 3d sandbox mmo and would like to know what would be the best way to store the terrain of the world. I was thinking about making some kind of mesh, like the kind you would ...