Questions tagged [terrain]

Terrain, or land relief, is the vertical and horizontal dimension of land surface. Terrain is used as a general term in physical geography, referring to the lie of the land. This is usually expressed in terms of the elevation, slope, and orientation of terrain features. In games, terrain is the "land" or "world" on which the game environment, roads, buildings, vehicles, characters are placed and interact with each other.

Terrain, or land relief, is the vertical and horizontal dimension of land surface. Terrain is used as a general term in physical geography, referring to the lie of the land. This is usually expressed in terms of the elevation, slope, and orientation of terrain features. In games, terrain is the "land" or "world" on which the game environment, roads, buildings, vehicles, characters are placed and interact with each other.

This tag is for question related to terrain, its properties, problems related to setting different properties, lighting, textures, simulating gravity, friction etc for use in games or simulations.

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Strange 'striping' issue when rendering terrain normals

I have a strange issue where my normals just do not work when I render terrain. My terrain renders just fine, so I left out all the code for calculating the terrain points from a height map and how I calculated the indices. I know I should be using…
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XNA weird terrain tearing

Let me post the images first... Solid shot where tearing occurs And wireframe shot of that place I am mostly using mostly using Riemers tutorial while the render code is.. Main render public void Render() { …
Fireant
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Three.js Precision Terrain Collision

've been working on a game engine using the WebGL library Three.js. I have basic terrain collision working to the point where I can find the face the user is standing on. Using the average or maximum Y position of the faces vertices is not…
Hobbes
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Three.js: Camera Collision on Terrain

How should I go about adding camera collision to a terrain in three.js. The terrain is from 'mrdoob's three.js' examples and is randomly generated and I am currently converting it to height map. I am thinking of implementing the collision as…
YUMatty
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Implementing QuadTree Terrain on a Planet (Geomipmapping)

I have a QuadTree which can be subdivided by placing objects in the nodes. I also have a planet made in OpenGL in the form of a Quad Sphere. The problem is i don't know how to put them together. How does a QuadTree store information about the…
Vangoule
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Hierarchical frustum culling of sphere tiles

I am working on 3d planet terrain visualization right now. My terrain visualization method is quite common and based on level of detail rendering. There are N levels of detail. One of such level is showed on the picture: When required level of…
deephace
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Texturing Opengl Terrain?

What is the best way to texture terrain made from quads in OpenGL? I have around 30 different textures I want to have for my terrains (1 texture per terrain type, so 30 terrain types) and would like to have smooth transitions between any two of the…
LucasS
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How can I use Marching Squares to generate a polygonal mesh of a bitmap?

I need to be able to accurately detect and react to collision with any bitmap terrain, and the best method seems to be to use Marching Squares to generate a polygon mesh, which I can then use with a physics engine such as Bullet, which will be much…
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XNA randomized tile/terrain generation tutorials?

I've been trying to find a good tutorial on how to program randomized tile generation (2D). However it seems that i cannot find any proper tutorials on that. Is there any books and/or websites with proper tutorials on how to program it and the math…
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Handling blocks in Minecraft-style terrain (d3d/c++)

In 3d terrain that consists of thousands of cubes (i.e. Minecraft ), what is a way to handle each block in terms of location and rendering? More specifically, I know that drawing a primitive of a cube and world transforming it everywhere in directX…
Aztal
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Java Perlin Noise for 2D terrain generation

UPDATE: Formal List of questions: What do the float values (both input parameters, and the output) of a 2D noise implementation represent? - Partially answered, the inputs are the coordinates. How about the ouput? Also, can I use my integer as a…
user1258957
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Invisible Terrain

I am using GL_TRIANGLE_STRIP to draw my terrain to the screen, however when I compile and run the program I get nothing. When I change GL_TRIANGLE_STRIP to GL_LINES it shows up and works. What can I do to get it working with GL_TRIANGLE_STRIP? void…
user1133383
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2d Platformer Terrain generation in java

I am making a 2d platformer, and am trying to get some auto-terrain generation. I have found a Perlin noise function, however it isn't really helping, it is generated noise, but there are some platforms high in the air, and sometimes the perlin…
Qasim
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OpenGL Terrain Colission Detection

Okay, I have some procedurally generated terrain (based loosely on http://www.swiftless.com/terraintuts.html) Ive got a teapot "plane" which you can fly around in (third person camera) Basically, the aim is to fly through the valleys etc... without…
James Bennet
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Creating seamless worldmaps with Fractal Brownian Motion

I'm creating heightmaps using Fractal Brownian Motion. I'm then coloring it based on the heights and mapping it to a sphere. My problem is that the heightmap doesn't wrap seamlessly. I've used the Diamond Square algorithm and it's pretty easy to…
Pete
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