Questions tagged [terrain-rendering]
Terrain rendering is the visual representation of 2D or 3D landscapes.
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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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Is there more efficient method of terrain rendering in 2D plane than redrawing millions of SDL_FRect each frame
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 ...
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How to understand calculation of step size in voxel terrain renderer?
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 ...
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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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Terrain detail grass not receiving shadow
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?
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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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How to create terrain with multiple textures
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 ...
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How to fix diamond artefacts in diamond square algorithm?
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 ...
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Rendering Infinite 2D chunks?
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 ...
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What kind/type was the 3D terrain editor of Warcraft 3's World Editor? How it worked? [closed]
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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glPatchParameteri(GL_PATCH_VERTICES, 4) causes access violation
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 ...
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How I can compute normals in a tesellated terrain?
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 ...
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How to render and interact with a seamless wraparound world map, in the style of e.g. Civ 5, in Godot 3?
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 ...
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Unity terrain details have transparency in editor, but are on black in builds
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 ...