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Questions tagged [heightmap]

A raster image which can depict a 3D environment through mapping out the height at every point. Can be thought of as a mechanically consumeable form of topographical map.

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I'm presently trying to do a sorta Starfox clone with Raylib, using the heightmap example here: https://www.raylib.com/examples/models/loader.html?name=models_heightmap In order to handle collision in ...
Reverend Speed's user avatar
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I am trying to generate the height gradient (the slope) for a heightmap of mine using a compute shader in Unity, and the result has weird ringing artifacts and I completely lost what could be wrong. I ...
Keksoskajoska's user avatar
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I am trying to make an terrain editor. The terrain is described by a grayscale height map. When I click at somewhere in the terrain map with the brush, the terrain should raise or lower about that ...
martinrhan's user avatar
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So, I have been on a bit of a journey wrapping a texture around a sphere. So, if you are reading this looking for spherical texture wrapping solutions, I would suggest checking out my last post as ...
Harper Rhett's user avatar
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I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but ...
Miguel Myers's user avatar
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I have a terrain which is a mesh. Given the x and z coordinates in which a character is placed, I would like a function that ...
Luca Venturini's user avatar
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I have a 2D heightmap with discrete values. Based on these values they should cast a fixed position shadow (constant angle respective to the "sun"). I can figure out how to cast it on a flat ...
KayleMaster's user avatar
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GameDev StackExchange! I've written height map collision detection into my game, but I've been struggling on how to get the resolution step to work well with player movement. (This is in 3D, by the ...
Fluffy the Togekiss's user avatar
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I am trying to implement planetary rendering and I am trying to use OpenGL tessellation to model the terrain. Here is an overview picture using cube faces projected onto a sphere: If I use the ...
wedesoft's user avatar
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I am trying to achieve smooth biomes blending for my procedural 3D terrain. I've been doing some research on this creating biomes topic and I found some good sources that talk about creating biomes by ...
GameDevNerd's user avatar
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I want to implement a heightmap-based water simulation algorithm in Unity. I know exactly how I would approach this in pure low-level C++ and OpenGL (and also Shadertoy), and most of it is ...
clocktown's user avatar
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I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
Taceo's user avatar
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I want to create a game that will allow the player to move to any place on Earth. The game will not be first-person, but it will be possible to zoom in quite close nonetheless. What I am lacking is an ...
PlanetBuilder's user avatar
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I'm aiming to create a chunk based heightmap terrain in Unity. I already have a basic multifractal simplex noise set up and working, able to generate heightfields and meshes at runtime... but only ...
dw28's user avatar
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I'm working on a Map Generator, who are computed based on multiple height-map (I'm using FastNoise Asset on Unity Store to get all data) and they are split into Chunk. Some noises are "cellular" and ...
Arthur's user avatar
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The Project I'm working actually on a Endless Map Generator (with chunks, height-map noise, threading system, etc..) This is actually what "dev data display" look like: The Goal Now I want to create ...
Arthur's user avatar
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1 vote
3 answers
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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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I made a program that uses perlin noise to generate a height map. It worked very good. Later I changed it to use simplex noise. What I want to achieve now is that the left edge fits in the right ...
yente paternotte's user avatar
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I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels. But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at. ...
Tin Tran's user avatar
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Introduction: I am working on a heat map made by Perlin Noise with the next result: (Figure 1) ...
Jonalca's user avatar
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I am learning how to use the Perlin Noise with some Documentation. So far i mostly understood quite a lot. Here i post the codes in order: The Noise Code ...
Jonalca's user avatar
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We are developing an indie story driven adventure game and our writer is writing specific geography into her story. Is there any information on how to create height maps for specific geography? I have ...
The Gugaru's user avatar
6 votes
2 answers
3k views

I want to generate a terrain that has a few overhangs, and some caves. So a simple height field from a 2D noise is out, as there would be no overhangs. The other extreme, to define a world from a 3D ...
Bram's user avatar
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3 votes
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In my flighsim visual system I am rendering large scale terrain using fixed grid mesh which is tesselated and displaced using height map. But for some relative small area (usually airports) we have ...
Jeka's user avatar
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In the first picture it seems the virtual surface of the normal map is calculated to behind the camera. I only have this bug on convex surfaces. However in both these pictures it seems the surface of ...
AzulShiva's user avatar
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