• 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
george7378

Tuning the terrain

2 posts in this topic

Hi!

 

I'm looking at getting better and more convincing terrain in my game. It looks decent when viewed from a close-up angle thanks to multiplying in a detail texture:

 

[attachment=15696:close.jpg]

 

...but once I start to pull further away it becomes more obvious that it's a tiled texture, and it doesn't look as convincing, especially in the distance:

 

[attachment=15698:far.jpg]

 

So, I'm wondering if there are any terrain experts out there who can recommend ways in which I can make my lunar terrain look more convincing? Are there any more texturing tricks I can try?

 

Thanks! I think once I nail the terrain I will have a game with all the elements in place for a good lunar flight sim.

0

Share this post


Link to post
Share on other sites

I'm also very interested in this topic, since I'm in the process of adding in Outerra-like procedural planets to my space shooter.

 

I believe that your problem is that your terrain texturing is all one frequency. Since all of your terrain texture is a high-frequency sand-like texture (which looks good up close), when you go to a distance it all appears to be smooth due to mipmapping (and if you didn't use mipmapping you'd have aliasing artifacts).

 

Using fractal noise to calculate your surface will produce more variable surface normals and take over for the detail when the surface detail texture frequency is undersampled. But I'm no expert, perhaps there's something more that can be done with a purely texture-based approach without getting into fractal noise.

0

Share this post


Link to post
Share on other sites

You are focusing on texturing but forgetting shape itself. Your terrain looks fake because of lack of details on the ground, like cavities and errosion.

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