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

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Unity5 terrain built in material too “glossy”

Hi guys I've a little problem with the unity built in terrain shader. I've created a simple a scene but I've a lot of reflection and glowing on the terrain without a reason. I didn't change anything ...
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28 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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33 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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80 views

How to create Google Earth type functionality (Zooming into terrain; Tiling Maps) in Unreal Engine 4?

More Edits So, I think that I might have found what I need to tile the earth, but there seems to be a lack of tutorials on it. Unless I am not looking in the right place. Does anyone know how to ...
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114 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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40 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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131 views

Unity unlit terrain shader

I've been trying to create an unlit unity terrain shader but with no success, I downloaded the unity diffuse terrain shader : Shader "Nature/Terrain/Diffuse" { Properties { [HideInInspector] ...
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2answers
67 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
125 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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194 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 ...
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1answer
112 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
593 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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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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158 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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106 views

How to determine which chunks to load/unload when moving through an infinite voxel terrain

I'm implementing a smooth voxel terrain engine in C++. The terrain is split into same-sized rectangular 'chunks'. After I moved chunk generation and loading into a background thread, I don't have to ...
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59 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
88 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
71 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 ...
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1answer
189 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
140 views

Render terrains depending of the player position (Chunks)

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
310 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
393 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
222 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 ...
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1answer
223 views

How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
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1answer
897 views

Can I export a model and texture from a terrain file built in Unity3D?

I am mostly familiar with building my level maps within unity, and have become quite use to its inbuilt terrain creator, in both generating my terrain, and spraying a texture on to it. I am making a ...
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1answer
1k 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 ...
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2answers
969 views

How does Minecraft render chunks? [duplicate]

I'm writing a simple Minecraft like game to test out a few world gen algorithms and to learn more about OpenGL. My first render code was glBegin() ... glEnd() style. Very ineficient and slow. I ...
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2k views

How can I implement a short-cut grass effect?

I've been looking at some screenshots from games like Rocket League and FIFA: and I started wondering one would achieve the short-cut grass effect. Is it a shader? Is it actual geometry? Or just ...
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3k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
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1answer
889 views

How to load and render PhysX 3.3 heightfield

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...
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380 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
2
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1answer
299 views

How to use ROAM algorithm to adapt terrain's mesh?

I have a hard time understanding the idea behind ROAM algorithm "Real-time, continuous level of detail rendering of height fields" Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, ...
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1answer
798 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: ...
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4k 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, ...
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187 views

How do I construct the planes for my camera's frustum?

I'm trying to get a handle on frustum culling, but I'm not quite there yet. I have a camera in three-dimensional space Camera position (cx, cy, cz) rotation (tx, ty, tz) fieldofview ...
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2answers
376 views

terrain not properly rendering

I'm extending the terrain quad with resources from various tutorials and have the following code: public class WorldTerrain extends TerrainQuad { public static final String NAME = "terrain"; ...
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340 views

Adding rivers to procedural generated terrain [closed]

I have an heightmap generated using libnoise (c++). I am loading it from the babylon.js framework (3dWebGL). I have my heightmap image file and also a river position image file, also generated using ...
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39 views

How can I transform one triangle into another triangle with HTML5 Canvas? [duplicate]

Given a triangle I'm searching for the canvas transformation to transform it into an other Triangle with the corner coordinates (A,B,C) Input triangle: Red Triangle: A'=(0,0) B'=(80,80) C'=(0,80) ...
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2answers
1k views

libgdx: How do you remove a cell from TiledMap?

I am making a Terraria-style sidescrolling game with an open world. I am using a TiledMap to render all of the tiles. If I want to remove a tile, like if it is broken, how would I stop it from being ...
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1answer
158 views

Can I render some vertices as an object instead?

I am generating vertices at runtime that represent terrain. I've always drawn the vertices as triangles with GraphicsDevice.DrawUserPrimitives<VertexPositionColor>, but I'm wondering: Can ...
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446 views

Loading chunks of the terrain relative to the player's position

I'm making a small voxel-based multiplayer WebGL game with a Node.JS server which handles player positions and sends terrain chunk data to the clients. This is an example of how I'm currently sending ...
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1answer
131 views

Height map renders upside down and/or backwards

After following the tutorial found here:http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/VertexBuffer_and_IndexBuffer.php The code at the bottom of this page is what I am using. (I have ...
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3answers
1k views

How can I create a shader that will reproduce this lighting effect on terrain?

Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?). Is this a (bumped) specular map? The ...
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1answer
1k views

Marching cubes and LoD

I have and octree based world constructed (on the start) via marching cubes with certain density function to make a terrain (variations on noises). The terrain is rater smooth, it is not like ...
3
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1answer
180 views

Why am I getting a mirrored mesh out of my data structure?

I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a Perlin noise height map, as well as a function to generate a river. The problem is that the ...
4
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1answer
508 views

Proper updating of GeoClipMaps

I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that I just can't seem to understand, specifically this paragraph, and more ...
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2answers
357 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) ...
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447 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 ...
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722 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 ...
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291 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 ...