Jump to content
  • Advertisement
Sign in to follow this  

Need advice to create a grid that follow a terrain

This topic is 1873 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


I can think of several ways to do this all depending on the amount and sizes of the maps:


The grid is most likely "fixed" meaning that the center of the grid is always at 0,0,0 in world space


- manual: simplest, make an editor where you can "mark" cells to be usable in the game


- semi/manual: make an editor where you mark areas (similar to collision/nav meshes) that can be used in the game, then the editor will figure out which cells fully fit inside those meshes. You could do this by checking for every cell if all 6 points are inside.


- automatic: the editor figures out what areas of of the visual meshes are around a certain height and then figures out which cells fully fit in there


Last 2 could be combined with the first to correct miscalculations by hand.

Edited by R-type

Share this post

Link to post
Share on other sites



If I understand well, there is only one terrain mesh with a ground texture + a grid texture on it ?


That I'm not understand is why the grid recover some stone over this ground ?



Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!