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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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80 views

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 ...
Syntax Error12's user avatar
1 vote
1 answer
96 views

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
  • 175
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1 answer
105 views

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 ...
HenriV's user avatar
  • 67
1 vote
0 answers
214 views

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
1 vote
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263 views

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 ...
Jacko_256's user avatar
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1 answer
72 views

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
1 vote
1 answer
185 views

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 ...
Giuseppe's user avatar
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1 answer
442 views

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
1 vote
1 answer
658 views

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 ...
tomsseisums's user avatar
  • 3,366
1 vote
1 answer
261 views

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
1 vote
0 answers
679 views

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 ...
Giuseppe's user avatar
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708 views

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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1 answer
133 views

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Jax's user avatar
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827 views

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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