Terrain-Generation | : mount_fuji : A terrain generator in WebGL using Three.js | Graphics library
kandi X-RAY | Terrain-Generation Summary
kandi X-RAY | Terrain-Generation Summary
A random terrain generation using Three.js, a JavaScript 3D engine. Live demo at
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QUESTION
I am trying to get along with procedural generation, I definitely not a pro in unity, however I was following this guide: click and got some results. For now I have 2 problems, I have some basic idea how to resolve them, however I would like to hear some other opinions.
(I have already posted this question on Unity answers, however I have got no response at all, if there is some missing information or it is impossible to explain in a few words, please let me know or give some advice how to find this information)
The main issue is : gaps between chunks:
they kinda disappear if I will zoom, however textures remain unfit and it is remarkable.
The second, as you can see I have a problem with red (I don't really know how to call it) marks on the ground. I have tried to use material from guide, but got same effect.
Besides, Perlin Noise ( I know that I can use Diamond square or simplex) is pseudo-random algorithm, so it will return the same values for the same input parameters, so does it mean that my chunks will always be the same?
My code ( I am using LibNoise library from guide):
...ANSWER
Answered 2017-Apr-04 at 19:36The gaps happen because you're creating different terrain objects. The main point of using terrains is to have a procedural piece of mesh you can optimize as you see fit.
The engine optimizes terrains by decreasing their LOD the farther you are from them. This means that two neighboring chunks may get two different LODs, effectively meaning one has half the vertex resolution of the other, which causes the gaps. You'll notice how they seem to happen with every other vertex if you pay close attention. It also seems to disappear up-close because you don't get any LODs up-close.
The way the engine solves this is by stitching the extra vertex to the lower-resolution part of the terrain. It can't do this in your case, however, because there are separate terrain objects and they're unaware of each other's existence. What you probably want to do to solve the problem is to merge all the smaller terrain objects into one big terrain.
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