Questions tagged [terrain]
Used to describe the physical geography of a location. This can include elevation, slope and orientation of features.
449 questions
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Terrain vs mesh : which one is better in terms of performance and storage size?
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 ...
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Hashing gradient vector and unshuffled permutation table in perlin noise generator
I'm implementing perlin noise in C++. I have a permutation table for the gradients vectors and want to shuffle them with a 2 number hash that has 2 purposes. The hash uses the integer portion of the ...
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Rule of thumb for triangle strips vs indexed tris for terrain?
I'm working on procedural generation for my game.
I plan to have a lot of geometry detail, and so I'm trying to build for optimal performance from the ground up
Essentially I'll have 9 + 8N chunks, ...
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How can I make the material edges smoother on a PBR terrain?
I'm using HillHeightMap to generate a heightmap. I found a way to generate an alphamap based on a heightmap.
This is how I create the material
...
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How to make a texture glide in the terrain slope direction
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 ...
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How to make a digger-like procedurally generated maze that can be queried at coordinates without having to generate?
I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion.
Every tile in ...
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How to add water material below sea level in procedural terrain?
I'm trying to create procedurally generated terrain, it works but it just uses simple textures. The lower area below sea level I want to add a water material instead of a simple texture. How can I ...
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Height gradient generation from height map,using compute shader has weird artifacts
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 ...
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Lifelike terrain generation
I am making a game, and I want to have life-like terrain generation. Some issues with procedural noise, and other algorithms like midpoint displacement is that some features of the land that they ...
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Terrain Determination in Perlin Noise Texture in Godot 4.2.1
For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
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How should I implement a terrain raise/lower brush? [closed]
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 ...
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How do I pick terrain in GLSL/OpenGL by picking 2D vertices positions?
Presumably the problem is with the internal formats and my understanding of that, but I've been stuck a while, got this sort of approaching working fine on a more straight forward colour picker, but ...
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How to smooth 2D procedurally generated terrain and create a collider from a Tilemap in Unity
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 ...
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Determining meters per second in scaled terrain
I have a terrain with a width of 199 and height of 99 and I'm scaling this train by 500. What would be 1 meter in the new terrain, would it be 500? I'm trying to move my character in meters per second ...
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How to paint terrain details (e.g. grass billboards) programmatically?
In Unity, is it possible to paint terrain details such as billboarded grass textures programmatically? (The kind that appear vertical and wave according to wind settings.)
What I know so far (or think ...