Questions tagged [terrain-rendering]
Terrain rendering is the visual representation of 2D or 3D landscapes.
148
questions
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1answer
20 views
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 ...
0
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1answer
46 views
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 ...
0
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1answer
95 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 ...
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21 views
OpenGL Terrain Vertex Ordering Prevents Uniform Height Maps
Evening everyone. Working to implement a simple terrain editor and have an issue I haven't been able to resolve. In the attached screenshot you'll see if I raise up a quad in the terrain the slope on ...
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21 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 ...
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0answers
180 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 ...
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1answer
29 views
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 ...
1
vote
0answers
75 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 ...
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184 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
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1answer
47 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 ...
2
votes
1answer
644 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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3answers
1k 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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99 views
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
913 views
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 ...
2
votes
2answers
86 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
1answer
258 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 ...
3
votes
2answers
395 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 ...
1
vote
1answer
82 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 ...
0
votes
1answer
310 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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0answers
134 views
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....
1
vote
3answers
584 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 ...
3
votes
1answer
172 views
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, ...
1
vote
1answer
1k 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 ...
0
votes
1answer
151 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, ...
0
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0answers
63 views
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 ...
2
votes
1answer
97 views
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 ...
0
votes
1answer
55 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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0answers
72 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&...
4
votes
1answer
228 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 ...
1
vote
0answers
649 views
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 ...
0
votes
1answer
50 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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0answers
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 ...
4
votes
2answers
526 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:
<...
0
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0answers
171 views
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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votes
1answer
734 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 ...
0
votes
1answer
510 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 ...
3
votes
1answer
534 views
How to make this generated terrain flat-shaded?
I'm generating a relatively low-poly terrain for my game using the code below:
...
1
vote
1answer
334 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,...
8
votes
3answers
2k 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 ...
1
vote
2answers
183 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 ...
1
vote
1answer
695 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 ...
3
votes
2answers
3k 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 ...
1
vote
1answer
175 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 ...
2
votes
3answers
784 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:
...
1
vote
1answer
463 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 ...
0
votes
1answer
890 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
votes
1answer
1k 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 ...
2
votes
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/...
4
votes
0answers
217 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 ...
0
votes
1answer
622 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 ...