• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
DJTN

Terrain Detail Issue

4 posts in this topic

I’ve had to extend the size of my terrain and in the process the textures have become blurred, losing all sense of height and scale. I’ve read about texture splatting but I’m not convenience it will help with detail. You’re basically sampling 2 textures based off an alpha map. This means 2 more textures in memory and it still looks repetitive.

I’ve also seen where a detail map is used to add details such as grass or dirt but this too seems like it is resources intensive as you need the grass texture and another texture in memory for the detail.

In both cases you would need a significant sized texture image to get detail and randomness.
Is there a better, inexpensive way to get detail and non-repetitive terrain or have I totally misinterpreted these two methods?
0

Share this post


Link to post
Share on other sites
Hi!

If it is just for the randomness you could use a deterministic random number generator in the shader to add some high-frequency noise to your height map. Perlin noise is the standard approach for this kind of application.

If you want to have it a little faster, another option would be to subdivide your current height map into blocks, which are in x- and y- direction just ring buffers and upload asynchronously only the needed parts, e.g. whenever the player enters a new block you have to send a new row/column of blocks to the GPU. Perhaps maintain the x-/y- ringbuffer of blocks in a texture (the one you’re actually reading from during rendering). At block transitions upload the next piece of height map to another texture (let's call it B). Then bind the ringbuffer texture as render target view, place a quad over the tile you want to replace and let the shader that fetches from texture B additionally add some perlin noise. By scaling the block size down it is possible to avoid framerate hiccups.
You could also generate terrains by only using Perlin noise.

Cheers!
0

Share this post


Link to post
Share on other sites
Thanks for the reply Tsus. I've already added some noise to the heightmap but unfortunately they're created dynamically which means they can have large flat areas that show the repetition of the textures. I'm going to give texture splatting another go and see if I can minimize the texture resolutions to keep things fast. If it doesn’t look right I'll look into your 2nd option.
0

Share this post


Link to post
Share on other sites
Also, if your detail textures feel too repetitive when tiled, you can use a high-pass filter to even them out and lessen the effect. There's a decent Gamasutra article on it. Googling "detail texture high pass filter" returned it as the top result for me.
0

Share this post


Link to post
Share on other sites
[color=#222222]Thanks for the link I'll check it out. As it stands now, I don't have enough texture slots to do the texture blending I was trying to implement. And I was thinking about it, this is not going to reduce the repetitiveness of the terrain anyway. Once again I'm at a fork in the road- having to decide on features vs quality. I don't think I can have lighting, shadows, a multi-textured terrain with details and maintain decent frame rate, requirements/specs, etc...[/color]

[color=#222222]Scaling a texture helps with the pixelation and blurry look when up close but at a distance the terrain looks repettitive.[/color]
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0