• 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

Heightmap Tiling - Aligning with multiple geometry fragments.

0 posts in this topic



I've got a successul implementation of a terrain (using something similar to Geo Clip Mapping) but am slightly stuck when it comes to assigning the heightmap textures to a particular tile or clipmap region.


The GPU Gems papers on this aren't specific about how you render a "chopped up" heightmap onto the geometry - I have broken down my heightmap texture into lots of smaller tiles (256x256) with teach tile contributing to a coarser level tile, something like how a mip map works. When I come to render my geometry I can calculate how many tiles, and of what scale, I need to pass to the shader (along with the appropriate matrix to provide the UV coordinate mapping from the geometry to the heightmap).


My problem comes with the count of heightmap textures I would need to pass in - I'm using XNA4 so have a limited number of texture slots, and besides, using a lot of textures just for my heights seems a waste. I've tried making my geometry chunk boundaries (which dont have any T-junctions) align with the texture sizes (i.e. one texture of one specific size per geometry chunk) but I get sampling discontinuities along the borders between the geometry chunks - but this isnt my main area of ignorance ( I am thinking that to get accurate heightmap tesselation the heigthmap for any geometry chunk must cover more than that geometries footprint (i.e. the texture is slightly bigger than the surface area in world terms) to prevent edge-sampling artefacts )


I am missing something here - given that my geometry is static with respect to the camera, and just has its position translated to be camera centric, aligning my heighmap texture chunks with a  nominal geometry grid still will require me to pass in multiple heightmap texture chunks to a single geometry pass - this isn't what the examples indicate I should be doing. If this were the case I'd be seeing examples with dynamic texture creation to create geometry aligned heightmap textures, or some examples passing multiple heightmap textures to the shader (a maximum of four would be required to cover a single geometry pass - assuming the geometry aligns with none of the heightmap world locations exactly).


Can anyone give me a clue as to how to properly align my heightmap texture chunks with the geometry pass - do I need to dynamically create a single texture out of those which overlap my geometry (every pass :-( ) or is there some better way of doing this.






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