Re: Unity3D Rock And Boulders 2

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Linda Berens

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Jul 17, 2024, 10:41:34 PM7/17/24
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Hello all. I have started looking into what is available in JME for terrain details (placing trees, shrubs, grasses, rocks/boulders etc) and I have not found what I was hoping for. Is there anything already in the engine or community project for this?

Unity3D Rock and Boulders 2


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If not, I will likely be creating my own system for placing these details with a brush type interface, or generating them based on criteria (such as terrain height, slope, heat map, terrain stamp, etc etc). I think I would also need to develop a system to for LOD which I see is already available for terrain and model assets. Does the current LOD system support billboards (Textured quads)? I am wondering if this is something the community would find useful, or if I am completely missing something that is already available?

If not, I will likely be creating my own system for placing these details with a brush type interface, or generating them based on criteria (such as terrain height, slope, heat map, terrain stamp, etc etc).

Also about Terrain itself, Thanks to Riccardo, there is Parallax version. If you will not find on JME Store(because i belive someone put it there), then here was shader i initially prepared for PBRTerrain shader.

@oxplay2 Your videos look pretty good. I agree, it seems like there are a lot of different libraries out there, so it is a matter of either stringing together what I need from existing projects, or creating something new. I would like to be able to load/save whatever gets generated by my tool so that is another part of it.

I have done this in some other projects in Unity, but always end up with something too specific for the actual implementation. You are correct that I would need collisions on trees and rocks, so this is another consideration.

Stamp idea would we for maps that have areas where there is defined structure, like a clear cut wooded area, like what happens in land development. A good example would be an apocalyptic city scape where remnants of parks and wooded areas were once controlled. I would need finer grain control of where things get placed and a stamp would work better for that case.

It is probably hard to see in this pic, but here is a screenshot of diox (the game I am redeveloping in JME from unity). Here I generate parts of a city and other objects from a stamp. (They are all underwater but you can see the tops of a couple buildings

You might alsowant to check out parts of simarboreal, at least on a conceptual level. It runs the gamut from highly detailed mesh, to cluster of primitives, to billboards depending on the distance from the camera.

I started working on a terrain editor/generator but I hit a snag trying to use the MeshPlotter example. Terrains have Triangle strip vertices but looks like Triange strip is not supported in position plotters? Is there a work around or will I need to recreated the vertices as triangles?

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