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Questions tagged [terrain-rendering]

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

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I have heard many conflicting opinions about the pros and cons of using terrain vs mesh in Unity. Some people say that terrain has better performance while others say mesh does. So, I am not sure ...
Job_September_2020's user avatar
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I want to render terrain efficently using perlin nosie and a lots of rects. Should I use rects or is there another way. Following is my implementation. I use rect size = 1 which is not really ...
Syntax Error12's user avatar
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I was following the Pikuma's Voxel space terrain rendering video. I understood almost everything that he described in the video except the following point, where he described the the equation to ...
aaa111's user avatar
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I would like to make a water texture glide on the terrain (heightmap), in the direction of the slope of the terrain, to make a flowing water effect. In the fragment shader used to draw the terrain, I ...
HenriV's user avatar
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The grass painted onto my terrain is in the shadow area of the house wall, but they're not receiving shadows. Why does this happen?
anderlaini's user avatar
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I am making a 2D procedurally generated game like Terraria, and I want my terrain to be smooth similar to how games like Hill Climb Racing look. I have a Tilemap that renders my tileSprites and a 2D ...
Jacko_256's user avatar
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I have a giant terrain. I have grass/stone/mud/and so on... As for the test I am using raw color assigned to each vertex to render triangles of terrain. When I have a terrain like that I set upper 4 ...
BlueBug's user avatar
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I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial I store the height values into ...
Giuseppe's user avatar
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I'm working on a top-down 2D RTS with C++ and SDL2, and have implemented the biome/terrain generation, tile rendering and a rudimentary camera system. I already have the skeleton code in place that ...
ireece1's user avatar
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Warcraft III (WC3) had a lovely map editor that allowed for a whole lot of stuff, yes (this was the best result I could squeeze out of Google), but what to me stood out the most and what I played with ...
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I'm trying to create a tessellated terrain, for this purposes I'm following the LearnOpenGL tutorial: https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation However, when I set the ...
Giuseppe's user avatar
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I'm trying to generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch. My problem ...
Giuseppe's user avatar
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I asked a similar question on the Godot subreddit but I want to ask here as well in hope of getting more detailed/different answers. I'm making a world map for a turn-based tile-based 3D strategy game ...
bluegreen1024's user avatar
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Jax's user avatar
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I'm dealing with a concerning bug in my Unity build. I have a terrain system which populates its detail layer with procedural grass textures. The textures are on transparency in the editor, as they ...
Michael Macha's user avatar
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I am a novice programmer. In my program, I can render a 5000 x 500 map, but it renders incorrectly, instead of this : ,,~,,,,~,,,,,~,~,,,,,~~,,,~,,,~,,,~,,~~~,~~~,,,~,,,,~,~,,,~~,~,,~,~,~~,~,,,,,~,,~~,...
Macho Onion's user avatar
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When I draw a road as is (stencil:off, depth:on,less), the results are like this - ; Then I tried adding stencil a test for the road: ...
USSRCoder's user avatar
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I've got a specific problem. Take this as a challenge, if you will. I have a 3D mesh representing a cliffy terrain. It's constructed from a simple height map. The goal is to determine what type of ...
SorteKanin's user avatar
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In my project, I'm implementing a shader to combine up to 4 textures in a terrain using a splatmap texture (https://en.wikipedia.org/wiki/Texture_splatting). I want to combine the splatmap blending ...
Setzer22's user avatar
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I am developing a 2D survival game. In these days, without make some features, I am fixing some bug. There is one which I got stuck on: my map has a background made with grass, earth, desert, water ...
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I'm making a game with marching cubes terrain (I know very original idea) and I don't exactly know how to color it. I have a system to do it, I just need to know how to interpolate it where it's not ...
Austin128's user avatar
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I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system. Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
jolefull96's user avatar
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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 ...
bacon's user avatar
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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 ...
andresantacruz's user avatar
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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 ...
Abovegame's user avatar
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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 ...
Elijah Villarmia's user avatar
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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 ...
lolbas's user avatar
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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 ...
Raúl's user avatar
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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-...
Sir Cort's user avatar
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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 ...
Madmenyo's user avatar
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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 ...
Pusche's user avatar
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3 answers
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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 ...
user6329530's user avatar
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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 ...
MasterReDWinD's user avatar
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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 ...
Saad Moutalib's user avatar
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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 +...
Argha Chakraborty's user avatar
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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 ...
user125760's user avatar
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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 ...
PepticPaladin's user avatar
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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 ...
Gary Holiday's user avatar
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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 ...
EnhancedElegance's user avatar
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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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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 ...
Dhaval Patel's user avatar
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1 answer
395 views

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, ...
Alexis Purslane's user avatar
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1 answer
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I am trying to render my terrain using an EBO, but the function glDrawElements returns an error (1282). I tried to find out what ...
Martin Spasov's user avatar
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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, ...
adrotter's user avatar
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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 ...
Prokop Hapala's user avatar
2 votes
1 answer
214 views

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 ...
Jones Crimson's user avatar
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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 ...
The Eye's user avatar
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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&...
Astrydax's user avatar
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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 ...
Nick Dietz's user avatar
1 vote
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870 views

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 ...
DiB's user avatar
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