The terrain rendering tag is used for questions about the creation of terrain.
1
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0answers
42 views
Is it possible to build an isometric view of a procedural island without any 3D graphics library?
In my game, I procedurally generate an island to serve as the home of the player using a height map. How I generate the islands works very well. It produces output like this (screenshots from the iOS ...
4
votes
0answers
117 views
How can I support the creation and rendering of both interior and exterior environments?
Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) ...
2
votes
1answer
158 views
How can I clean up and smooth out procedurally generated terrain?
I am experimenting with procedural content generation, and starting with generating terrain from fractional brownian noise. The terrain produced looks fairly realistic, but has many artifacts and ...
0
votes
1answer
56 views
How to manage frustum culling
I have a spherical clipmap based planet terrain. The entire planet is made from a ring geometry of 1 unit which the vertex shader moves to cover the entire planet of 6 million unit radius. But the ...
2
votes
0answers
64 views
Mapping heightmap to spherical clipmap
How would you map the points on a spherical clipmap to a heightmap? My coarsest clipmap has an outer radius of PI and an inner radius of PI/2. My coarsest heightmap goes from -PI, PI on the x axis and ...
-2
votes
2answers
167 views
Procedural World Generation [duplicate]
How does Minecraft generate it's texture (ex. which block is grass and which one is stone)?
-1
votes
1answer
120 views
How is destructable terrain made in SDL?
I'm looking for terrain that gets removed in chunks (like in Worms, of instance). How do you do this in SDL?
18
votes
5answers
629 views
How to prevent “underwater sight” in games
In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water ...
2
votes
4answers
252 views
create terrain with some vertical cliffs, natural arcades, caves using octree
I am about to start creating the first terrain. I would like to create a terrain with vertical cliffs, natural arcades and caves.
For instance in one point the terrain might look like this.
I want ...
0
votes
0answers
130 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 ...
6
votes
1answer
230 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 ...
0
votes
1answer
78 views
rendering a dynamic sized rock
I am developing a 2d mobile game that has a large deformable terrain (a lot like worms). I am rendering the terrain using a gray scale bitmap (in a fragment shader) which serves as a texture position ...
11
votes
1answer
436 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 ...
2
votes
1answer
119 views
unlimited (wraparound) 3d terrain
How can I create a wrap around unlimited 3D terrain:
To make it clear:
If I step out of terrain in (1) or (A) I want to get to (2) resp. (B)
|B
V
+----------+
2 -->| ...
6
votes
2answers
239 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 ...
3
votes
2answers
341 views
Techniques for reducing terrain shader complexity
My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following:
...
1
vote
3answers
659 views
Methods of procedural terrain generation that can work using DirectX 9 (SM2.0)?
I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
-6
votes
1answer
257 views
Java 2D tile map and rendering it [closed]
Please help me! I am thinking of generating different terrains environment every time the game loads again. But i am thinking of loading or drawing a image containing all the units like river, land ...
1
vote
1answer
108 views
Mixing Bump mapping and Detail mapping
I wonder if I create bump mapping for my terrain is it good to add detail mapping too? Does such mix improve realism or make it even worse (because there is "too much" of it)? If this improve realism, ...
3
votes
1answer
286 views
Tweaking Heightmap Generation For Hexagon Grids
Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL.
I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
2
votes
2answers
987 views
Dynamic Terrain Texture
I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain?
I've had a think about it and I've come up with ...
0
votes
2answers
452 views
“Marching cubes” voxel terrain - triplanar texturing with depth?
I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass ...
-1
votes
1answer
276 views
GPU based procedual terrain borders?
I'm working on a game that preferably should feature a combination of designed and procedurally generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given ...
5
votes
1answer
168 views
Two graphical entities, smooth blending between them (e.g. asphalt and grass)
Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into ...
3
votes
1answer
479 views
How is the terrain generated in Commandos and Commandos game clones/look-alikes?
The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone ...
0
votes
2answers
323 views
Help with Open GL terrain
I have a terrain class like so:
class Terrian {
public:
Terrian(int width, int height);
virtual ~Terrian();
GLuint get_vertexbuffer();
GLuint get_colorbuffer();
...
1
vote
0answers
197 views
Map terrain generation to texture instead of color
I have some terrain being generated using the following algorithm
double rand1 = rand.NextDouble() + 1;
double rand2 = rand.NextDouble() + 2;
double rand3 = rand.NextDouble() + 3;
float offset = ...
2
votes
1answer
676 views
Voxel terrain rendering with marching cubes
I was working on making procedurally generated terrain using normal cubish voxels (like minecraft) But then I read about marching cubes and decided to convert to using those. I managed to create a ...
0
votes
1answer
113 views
How should I position and move objects in my 3D world in relation to terrain
I'm drawing a heightfield as a piece of 3D terrain using the fairly 'dumb' method of drawing triangles, like everyone does when learning this sort of thing. There's no fancy LOD, scenegraphs or other ...
0
votes
1answer
619 views
How to make a 2D Terrain with opengl?
I want to make a simple 2d terrain with just a few bumps and height changes:
I thought about just using random numbers to describe the height of a certain vertex, but I don't see how I can make ...
10
votes
1answer
887 views
Why are there lines in between my tiles?
I'm making a top down XNA game. The maps are created by tiles. A problem I recently noticed is a 'grid' of lines between the tiles. It only shows up sometimes and only depending on the camera ...
4
votes
2answers
410 views
Using Python what is the best way to perform heavy tasks in the background?
I'm generating large amounts of procedural map data on the fly, however my game engine doesn't rely on them to render the scene and I'd like to build it on in the background and pop it into the world ...
1
vote
3answers
809 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 ...
1
vote
1answer
295 views
Are there any preexisting maps for a Minecraft-like level I could use in my engine?
I am working on a tiny cube-based engine like Minecraft. I was wondering if there is a way for me to get large blocky terrain in a text format that I can use for rendering on my engine?
I don't want ...
22
votes
4answers
2k views
Where to start when building a 3D terrain editor?
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 ...
13
votes
3answers
2k 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. ...
11
votes
1answer
429 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 ...
3
votes
3answers
1k 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 ...
7
votes
5answers
3k 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, ...
31
votes
3answers
15k 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 ...
10
votes
2answers
3k views
Quadtree terrain splitting - I don't get it
Most of the papers i've read base their terrain in some form or another on a quadtree. See this at page 38:
...
5
votes
3answers
1k 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 ...
1
vote
1answer
350 views
Perlin noise example the same on CPU as GPU?
I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places.
I see many CPU implementations of Perlin Noise, ...
5
votes
1answer
601 views
Perlin noise - copying the algorithm on the CPU?
I have successfully made a Perlin noise algorithm on the GPU. It works as expected, and generates great results. Now, as part of the physics calculations in my game, I need to replicate the exact same ...
13
votes
2answers
7k views
How can I make huge terrains in Unity?
How can I make extremely huge terrains in Unity? It seems like I can set width and length to large values. But the Heightmap resolution only goes up to 4097 and the Detail resolution only goes up to ...
1
vote
3answers
755 views
Optimizing perlin noise generation
I have a perlin noise generator as shown below.
public class ImprovedNoise
{
private const int GradientSizeTable = 256;
private readonly Random _random;
private readonly double[] ...
10
votes
2answers
3k 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 ...
1
vote
1answer
184 views
Error inserting new pass entry into PassGroupRenderableMap
I started playing around with terrain and I am getting this assertion in
QueuedRenderableCollection::addRenderable: "Error inserting new pass entry into PassGroupRenderableMap"
I am trying to find ...
8
votes
2answers
861 views
Render rivers in a grid
I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant ...
7
votes
1answer
2k views
XNA Quadtree with LOD
I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start ...