Questions tagged [terrain-rendering]

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

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54
votes
3answers
49k views

How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
0
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1answer
217 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 ...
7
votes
3answers
5k views

Voxel heightmap terrain editor

I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
24
votes
1answer
12k views

Which is the best LOD method for planet rendering?

I'm currently working on my thesis, it is an engine to render terrains of planetary size. I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
49
votes
5answers
9k views

What's the newest trend / method for terrain rendering? [closed]

The last time I checked in on terrain rendering, ROAM was the new hotness. Yes, that was a long time ago. I liked ROAM a lot, though, because it was extremely simple to program, and gave pretty ...
19
votes
3answers
7k views

What is a good algorithm for fractal-based procedural city layout?

Background I run a minecraft server where I'm going to design a starter city of fairly large scale. I have a series of things, like rule signs and mob cages, I would like to put in buildings there. ...
15
votes
2answers
12k views

Heightmap, Voxel, Polygon (geometry) terrains

In relation to Heightmap, Voxel and Polygon (geometry) terrains: What are the main differences between all these three? Can you form a "smooth" terrain with Voxels, I mean, can you for example get a ...
22
votes
4answers
4k views

Where to start when building a 3D terrain editor? [closed]

I'm looking to build (for start) a simple tool, that could raise, lower, smooth and texture the terrain. So, what are the things I have to go through in order to make such terrain editor? And maybe ...
7
votes
5answers
4k views

2D Procedural Terrain Generation - Guaranteeing connectedness?

I'm working on a 2D platformer in XNA. One of things I'd like to be a main design characteristic is procedural content generation. The first step of that is to procedurally generate the terrain. So, I'...
11
votes
1answer
672 views

What are some current techniques for rendering deformable landscapes?

What are the current techniques than can be used for efficiently rendering 3D heightmap-based deformable landscapes? For example, in the non-deformable landscape problem, ROAM used to be the way to ...
8
votes
1answer
3k views

Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
6
votes
1answer
3k views

Generating a physics body for 2D Worms-like Terrain

I wrote a processing sketch that generates hills for a scorched earth clone, like this: I'm trying to figure out how to make this a physics object in libgdx, but I'm having problems figuring out how ...
5
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3answers
5k views

How can I generate a terrain heightmap from the perlin algorithm?

How can I generate a terrain heightmap from the perlin algorithm? I am trying to make a terrain generator (like World Machine). This is the source code I have for the perlin. The only thing that I can'...
2
votes
3answers
2k views

Any ideas on reducing lag in terrain generation?

Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm ...
4
votes
1answer
2k views

Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of ...
3
votes
3answers
2k views

How did they do it: Trine 2.5d terrain?

How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have ...
6
votes
2answers
788 views

Best practise for representing large spaces in a scene graph

I'm attempting to represent a procedurally generated world in a scene graph, specifically in the Jmonkey engine (Jme3). To make this managable I have broken up the world into smaller chunks. Each ...
2
votes
1answer
2k views

Quadtree vs multiple resolution grids for terrain rendering

I have been thinking about quad trees with regards to terrain rendering. From my understanding the basic functionality of quadtree terrain rendering is to frustum cull the terrain in such a manner: ...
1
vote
1answer
7k views

Unity3D: terrain object's textures flickering on long distances

I'm making RTS project on Unity3D. I created terrain with Unity's standard Terrain tool, and added textures of grass, mood etc. on it. Then, for creating "man-made" objects of terrain (roads, ...