Best way to create spherical terrain?

Started by
12 comments, last by Katie 11 years, 3 months ago

There is a lot of warping (the grid shape and area is smaller at the corners of the square than at the centres), but that is tolerable for my particular project.

Are you using the improved equation, to minimise warping?

Just tried this out. The linked article didn't have a side-by-side comparison of the naive approach (normalising each vertex) and their improved approach so I'll post a couple of screenshots so the improvement can be seen in case it's useful to anyone.

Here's the naive approach:

6Ys3R36.jpg

And here's the improved method:

CyU2LDz.jpg

So I'm quite happy with that result!

Advertisement

So I'm quite happy with that result!

Aye. It's a fairly subtle change, but it is a very big improvement in reducing distortion.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

Have a look at this: http://freespace.virgin.net/hugo.elias/models/m_landsp.htm
It describes creating a randomly shaped planet.

I have to try that one out sometime. What I have to wonder is with all the resizing of the slices, how does it take care of the problem of empty spaces that are exposed from resizing the slices.

New game in progress: Project SeedWorld

My development blog: Electronic Meteor

If you start with a D20 shape (20 sides, all equilateral triangles), you can subdivide the sides into four triangles at the midpoints (and push those points out to the radius). Repeat that a couple of times, and you'll have a smooth high-res sphere. Then you can run normal fractal / asteroid impact / plane splitting / weathering / whatever algs on the vertices. And you won't have the polar distortions.

This topic is closed to new replies.

Advertisement