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Thank you for the reply and giving an helpful and insightful explanation! 

4,743 views
DirectX12 lighting with weird stripes

Maybe this is part of the problem:

float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));

float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);

You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:

f…
2,635 views
Looking for testers for a new terrain mesh generation tool!

Currently searching for beta testers for #TileMesh!

What is it?
A tool for Windows, OSX and Linux to help indie devs and modelers create large-size, scale terrain objects for their games using simple CSV (ie from Tiled) or indexed PNG files - UV mapped to a tilemap image of your choosing.

Full version…

2,104 views

Definitely looks like basic splat maps.

3,557 views

hello.

I found that btStridingMeshInterface is required to create btBvhTriangleMeshShape.

But all I have is as much data as (Width * Height) for btTerrainHeightfieldShape. There is no index information on the data.

Then, I found this post on Forum : viewtopic.php?p=38852&hilit=btTriangleI ... ray#…

4,742 views

I'm working on building my overworld (similar to the open areas of ps1 era Final Fantasy games). I overlaid a hand drawn image of my world map on a terrain in unity, and I raised the terrain for the continents to an even level so I have continents and then the lower water level. I can continue to d…

4,817 views
nikkoid
April 24, 2021 09:21 AM
Update: the beaches are finished.

Original article: https://wolfonlinekingdom.com/update-beaches-are-finished/

The work about the beaches is almost finished. There are many of them and I will add teleporters in order to reach them without walking for hours into the jungle. 

All of these are totally procedural, with hundred of t…

4,160 views

I am working on a multiplayer open world game. The architecture supports headless/dedicated server and a client hosted server.

The game does raycasts for server-side checks, to check player movements and weapons fire.  However, in a client hosted server setup, not all terrain tiles will be load…

3,768 views

Hello.

I am working in a custom terrain renderer for RTS games as I'm a big fan of them and would like to roll my own little project one day.

Right now I'm tackling the issue of terrain LOD and terrain simplification and, to do so, I have been doing some research on how some of my favourite games mig…

4,900 views
/// <summary>
/// AS_TreeTerrain written by Paul Tricklebank.
/// Add this script to a terrain positioned at 0,0,0 and do not add tree colliders.
/// This script will generate colliders and add the tree damage script to each tree instance.
/// Because changes to the terrain at runtime are sav…
17,826 views
grelf
March 25, 2020 10:47 AM
A simple way to generate limitless terrain in real time, in plain HTML5/JavaScript!

This article explains in some detail how I generate terrain in The Forest (www.myforest.uk) as the player moves around. I discovered the techniques around 1980 when making games for a TRS-80 with only 16 kilobytes of memory available. In 2014 I began converting my old Z80 assembler to HTML5/JavaScr…

5,938 views
trsh said:
mean while maybe u have some know links/resources to share on this theme?

Yes, and in fact, that's what I wrote: Search the web for view-dependent LOD, view-dependent rendering, and mesh refinement models, and you'll find plenty to keep you reading.

Those are the search terms. Use them.

4,760 views

Something to read i found, but this is a client server approach and it uses shader programs, but it may show an approach to refine noise and generate meshes for a noise based lod. I can't judge from a short overfly if it can be done at interactive framerates ...

https://cesium.com/blog/2017/11/17/pr…

7,341 views
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