terrain | Create a 3d terrain with WebGL | Game Engine library

 by   wybiral JavaScript Version: 0.8 License: Unlicense

kandi X-RAY | terrain Summary

kandi X-RAY | terrain Summary

terrain is a JavaScript library typically used in Gaming, Game Engine, Three.js, WebGL applications. terrain has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Creating a 3d terrain in WebGL, with each step being made as a Github release.
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              terrain has a low active ecosystem.
              It has 34 star(s) with 5 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 42 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of terrain is 0.8

            kandi-Quality Quality

              terrain has 0 bugs and 0 code smells.

            kandi-Security Security

              terrain has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              terrain code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              terrain is licensed under the Unlicense License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              terrain releases are available to install and integrate.
              terrain saves you 7 person hours of effort in developing the same functionality from scratch.
              It has 22 lines of code, 0 functions and 5 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            terrain Key Features

            No Key Features are available at this moment for terrain.

            terrain Examples and Code Snippets

            No Code Snippets are available at this moment for terrain.

            Community Discussions

            QUESTION

            Mapbox Terrain: Reference DEM values in a Style expression
            Asked 2021-Jun-14 at 10:27

            Is it possible to retrieve DEM elevation values for use in a Mapbox Style expression?

            Case in point - I'm using a custom DEM for terrain in Mapbox GL-JS. I would like to set the exaggeration based on the elevation value (lower terrain, higher exaggeration) via an interpolate expression.

            ...

            ANSWER

            Answered 2021-Jun-14 at 10:27

            I don't think there is any mechanism to retrieve the height of terrain within an expression, so no.

            In any case, according to the documentation the terrain type only has basic functionality (ie, not data-driven expressions), so you can't do what you're trying to do for that reason, too.

            Source https://stackoverflow.com/questions/67967944

            QUESTION

            OpenGL (LWJGL 3) culling terrain vertices/triangles that are not in the view frustum
            Asked 2021-Jun-13 at 19:55

            I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)

            The frustum class (I use the inbuilt JOML one):

            ...

            ANSWER

            Answered 2021-Jun-13 at 19:55

            One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:

            I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.

            These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.

            usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)

            Please note that these are only indications, no restrictions:

            It does not, however, constrain the actual usage of the data store.

            Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:

            The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.

            as I have googled that it can affect the performance of the game

            Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.

            Source https://stackoverflow.com/questions/67958723

            QUESTION

            Reverse range colorscale plotly
            Asked 2021-Jun-13 at 11:07

            I was wondering if it is possible to make my colorscale bar ascending (from 1 to 4) instead of descending (from 4 to 1). Does anyone have clue? The picture of my current bar is underneath the code.

            ...

            ANSWER

            Answered 2021-Jun-13 at 11:07

            Just add reversescale=True as below:

            Source https://stackoverflow.com/questions/67956759

            QUESTION

            Libgdx how i create a 3D Low-Poly Terrain with chunks
            Asked 2021-Jun-10 at 20:12

            dear stackoverflow community,

            I have now idea, how i can create a Low-Poly 3d Terrain in Libgdx,

            By googling i found remains from the libgdx blog or website they can't help me, but by the research nothing what can help me.

            I create a Value Noise but it does not work and i think its not the right way to do it.

            Do you know a good tutorial or websites? ^^

            ...

            ANSWER

            Answered 2021-Jun-10 at 20:12

            LibGDX is not and game engine so don't expect any "generateTerrain()" method. You need to implement it yourself.

            Here you can find general information about how to use libGDX for 3D.

            And here you can find actual code that creates a height map.

            Source https://stackoverflow.com/questions/67918568

            QUESTION

            how to mock a prop that is a callback that updates state?
            Asked 2021-Jun-09 at 08:54

            this is my code:

            ...

            ANSWER

            Answered 2021-Jun-09 at 08:54

            I have tried something like this

            Source https://stackoverflow.com/questions/66679543

            QUESTION

            Three.js: Cannot display mesh created with texture array
            Asked 2021-Jun-07 at 19:33

            I'm building a very original game based in cubes you place in a sandbox world (a totally unique concept that will revolutionize gaming as we know it) and I'm working with the chunk generation. Here's what I have so far:

            My blocks are defined in an object literal:

            ...

            ANSWER

            Answered 2021-Jun-01 at 10:32

            I solved it after finding a reference to THREE.UVMapping in the docs. When sending the geometry to the GPU, textures coordinates need to be a biyection from the vertices coordinates. To achieve this, I defined the following three attributes in my blocks:

            Source https://stackoverflow.com/questions/67764263

            QUESTION

            Monogame C# - How do I draw my sprites between tilemap layer 0 and 1?
            Asked 2021-Jun-06 at 05:33

            I have a tilemap:

            ...

            ANSWER

            Answered 2021-Jun-01 at 23:10

            That's not going to work, because you don't know what layers to assign to that tree relative to your person sprite. Specifically, if the person is south of the tree, you want it to draw on top of the tree, while when it's north of the tree, you want it to be under the tree.

            You will instead have to sort your sprites so that they're draw from the bottom of the screen up.

            Source https://stackoverflow.com/questions/67795638

            QUESTION

            btHeightfieldTerrainShape constructor arguments not clear
            Asked 2021-Jun-06 at 00:50

            I am having a hard time understanding the consturctor parameters of btHeightfieldTerrainShape and how the height field data is supposed to be set up.

            The first two arguments heightStickField and widthStickField. What do they represent? Is it the width and height of the entire terrain so that the height field is scaled to fit inside? or does it represent the total number of "tiles" per with and height so that the linear heightfield data can be broken down to hieghts per tile? Also what is the ordering of the height map?

            I generate my terrain heights like this. Would this match what the height field of btHeightfieldTerrainShape ?

            ...

            ANSWER

            Answered 2021-Jun-06 at 00:50

            Figured it out. For those wondering the ordering is -x to +x and z+ to z- . So a for loop such as the following will get you the right ordering. width and height here are in terms of the number of tiles/height values per row/column

            Source https://stackoverflow.com/questions/67666847

            QUESTION

            Expected two (lat, lon) values for location, python
            Asked 2021-Jun-05 at 00:35

            i am trying to handle data in python using pandas , I have this data

            ...

            ANSWER

            Answered 2021-Jun-05 at 00:17

            The problem is with this line:

            cordinates="[" + df["LAT"].astype(str) + "," + df["LON"].astype(str) +"]"

            You are generating a string literal and passing that in.

            Try replacing that line with:

            cordinates = [(lat, lon) for lat, lon in zip(df["LAT"],df["LON"])]

            This will generate a list of (lat, lon) tuples, which should work. I also don't think you need to cast them to str

            Source https://stackoverflow.com/questions/67845189

            QUESTION

            Shiny observe() function doesn't work with shinymanager
            Asked 2021-Jun-03 at 04:53

            I have an if statement condition for my plots and I need to use observe function. All the app works OK, but when I try to use the shinymanager for credentials creation, my app doesn't work anymore and the error is always: Error in if: argument has length zero

            ...

            ANSWER

            Answered 2021-Jun-03 at 04:53

            You can add a req check in observe -

            Source https://stackoverflow.com/questions/67814726

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install terrain

            You can download it from GitHub.

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