6/13/2023 0 Comments Unity terrain texturesThese can then be used to create a 3d mesh, ideally we have as many vertices as entries in our array.Ī good very basic tutorial about how to actually implement that from scratch can be found here: ![]() We can import this heightmap into our engine and store it as a 2d array of height values. We can usually use a 2d bitmap image as the basis for our terrain. The most common way to represent terrain is a regular 2d grid of points with one height value per point (in code: float fHeightmap) I’ll be using Unit圓d terrain in this example. In the next one I will compare it to the traditional mesh approach and talk about possible hybrid solutions. In this article I will cover the basics of how this setup works. ![]() ![]() But most applications that feature extensive outdoor scenery, like for example realtime strategy or open world games, rely on heightmaps to generate and simulate their terrain. I didn’t find much time at all lately to work more on my engine and signed distance field rendering, but I very much enjoy writing these articles and so I dedicate this one to a different topic that is relevant to a lot of beginner devs or to people who are interested in how games work.Ī lot of early 3d games simply used large geometry meshes to display their terrain, they worked more or less like any other static object in the game. ![]() Today I’ll write a bit about terrain rendering.
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