• 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
PhillipHamlyn

Normal Blending over Terrain Tile Edges

4 posts in this topic

Hi,

 

I have a tiled terrain structure in my hobby game, and have a problem with Normal Blending on the tile edges. When I calculated my normals I did it from a large scale heightmap and "oversampled" at the edges to pick out the normal of the adjacent face on the neighbouring tile, to make sure my normal was an average of all its adjacent vertexes, not just the ones in that tile.

 

This gives a reasonable result, but I can see clear edges where the renderer cannot interpolate between the normals on one tile and the normals on another to give a smooth join, since they are in different Draw calls.

 

Can anyone point me to a technique to ensure a smooth blend on tile edges please ?

 

Phillip Hamlyn

0

Share this post


Link to post
Share on other sites

Can you put up an image please.

 

The normals being in different draw calls shouldn't make any difference, if there is a hard edge, it's because you're normals are not co-directional, I think it's as simple as that. So your calculations are probably wrong.

 

You could check the vertex normals at a corner to test if they as you expect .. equal.

1

Share this post


Link to post
Share on other sites

What he is saying is that the normals at the edge of each cell he's rendering are averaged with the surrounding polygons.  But if two cells are rendered next to each other, the normals at the boundary of the first cell are not averaged with the normals at the boundary of the next cell because he probably stores each cell in a separate mesh, so he sees a discontinuity in the lighting.

0

Share this post


Link to post
Share on other sites

Where are the normals coming from? If they're part of your vertex then I think the issue must lie in your vertex normal calculation as Gavin Williams states.

 

If they're being sampled from a texture on your vertex shader, then you might be able to fix or reduce the artifacts by changing your sampling mode. Try disabling the bilinear filtering and/or wrapping and see if that gets you anywhere.

0

Share this post


Link to post
Share on other sites

I'm placing them in my Vertex Buffer. I believe I am calculating the face normal of each adjacent face, summing, then normalizing the normal for each vertex I examine. The adjacent face I'm using doesn't have to be in the same terrain tile at generation time so I'm not treating edge vertexes as having less faces than internal vertexes. I will as suggested manually check the values of the edge normals of the adjacent tiles to make sure they are identical. I'll post an update on whether this is the issue.

 

Sorry for the lack of image, I can't see how to upload an image into my gallery to share with you, although I'm sure you've seen this issue a zillion times before.

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