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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 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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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 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 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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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 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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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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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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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 ...
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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 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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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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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 ...
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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 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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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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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 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 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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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 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 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
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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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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