AS3 3D 地形纹理生成:寻找中级/高级想法

发布于 2024-07-16 06:35:20 字数 620 浏览 9 评论 0原文

我一直在为 AS3 开发 Away3D,并制作了一个小型地形生成器,使用 Perlin Noise 创建高度图,然后进行纹理化,将 5 个图像拼接在一起(非常通用的基于噪声的水、海滩、草地、岩石和图像)。雪)取决于高度。

接下来去哪里? 我怀疑自己是否有能力直接为 3D 引擎做出贡献,但我想知道是否有人对雨影和其他地理现象之类的东西进行过修改。 例如,当云在山脉上空移动时,它的温度会下降,从而降低其保持水分的能力,因此在某些天气模式下,山脉的一侧会比另一侧更加茂盛。

我想知道是否有人有可以推荐的阅读材料。

非常感谢

编辑:放松认为我应该添加一张图片。 网上有我喝醉酒、行为不检的照片,一个可悲的欠发达地形的东西应该不会更尴尬! 感谢到目前为止的想法... 嗯... Lod'ing 可能很有趣,也许在开始添加细节之前我应该​​看看我可以制作多大的地图。 植被很有意义(呃……当然是植物!),我想知道我能在程序上做多少事情。

替代文本 http://assemblism.com/terrain/images/stage1.jpg

I have been bashing away at Away3D for AS3, and have made a little terrain generator, using Perlin Noise to create a heightmap, and then for texturing, to splice together 5 images (very generic noise based water, beach, grass, rock & snow) depending on the height.

Where to next? I doubt my ability to contribute directly to a 3D engine, but I wonder if anyone had mucked around with things like rain shadows, other geographic phenomenon. For example, as a cloud moves over a mountain range, it's temperature drops, decreasing it's ability to hold water, and thus with certain weather patterns, one side of the mountain range will be more lush than the other side.

I'm wondering if anyone has any reading material they could suggest.

Thanks lots

edit:Unwind thought I should add a picture. There's photos of me on the internet drunk and disorderly, a sad under-developed terrainer thing shouldn't be much more embarrasing! thanks for the ideas thus far... Mmmm... Lod'ing might be interesting, maybe before start adding detail I should see how big I can make a map. Vegetation makes lots of sense (duh... plants, of course!), I wonder how much I can do procedurally.

alt text http://assemblism.com/terrain/images/stage1.jpg

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(2

尘世孤行 2024-07-23 06:35:20

关于纹理渲染,我会想到很多事情。 首先我不得不说我不能 100% 确定你在寻找什么。 我将发布我能想到的所有内容,您可以选择;)

  • 改进一般纹理映射。 地形的坡度是否会改变您在给定顶点放置的纹理类型? 是否有其他标准可以指示使用哪种纹理?
  • 整合昼夜循环。 在地形周围移动太阳/月亮,以便您可以看到相应的光照变化。
  • 自阴影总是看起来很酷;)。
  • 天空盒/圆顶也不会造成伤害。
  • 添加程序生成的植被。
  • 如果添加植被,请使其在地形上投射阴影。
  • 考虑改进的水渲染(反射、波浪、透明度)
  • 我假设您使用某种纹理混合来混合从一个纹理到下一个纹理的过渡?
  • 您是否使用在整个地图上拉伸的一个大纹理,或者您是否平铺纹理?
  • 也许,重新考虑地形本身的渲染? 你“只是”管理一大堆顶点/边吗? 如果是这样,请研究更多的方法来管理地形数据。 像四叉树/八叉树这样的东西经常用于解决这类问题。

这些点没有特定的顺序。

编辑:

gamedev.net

gamasutra.com

There are a lot of thing that come to mind concerning texture rendering. First I have to say I'm not a 100% sure what you are looking for. I'll just post everything i can think of and you can pick ;)

  • Improve the general texture mapping. Does the slope of the terrain modify what kind of texture you would put at the given vertex? Are there other criteria available to indicate which texture to use?
  • integrate a day/night cycle. Move the sun/moon around the terrain so that you can see the lighting change accordingly.
  • Self shadowing always looks cool ;).
  • A sky box/dome doesn't hurt either.
  • Add procedurally generated vegetation.
  • If you add vegetation, make it cast a shadow on the terrain.
  • Think about improved water rendering (reflections, waves, transparency)
  • I assume you use some sort of texture blending to blend the transition from one texture to the next?
  • Are you using one big texture that you are stretching over the whole map or are you tiling your textures?
  • Perhaps, rethink the rendering of the terrain itself? are you "just" managing a big array of vertice/edges? If so, look into further ways to manage your terrain data. Things like quad/oct-trees are often used for that kind of problem.

Those points are in no particular order.

edit:

gamedev.net

gamasutra.com

鲜肉鲜肉永远不皱 2024-07-23 06:35:20

我会想到更多的植被,例如树木或“灌木丛”,具体取决于您的草覆盖率。 您可以在不同地点玩不同生长的树木。 也许有些树木靠近水源生长得更快,而山坡上的树木则萎缩且崎岖不平?

您可能需要考虑更多天气现象,例如风(使草弯曲、影响树木生长等)。

您还可以考虑如何修改地形,例如模拟爆炸在某处炸出一个洞,或者地震使地表裂开。

听起来很好玩!

More vegetation comes to mind, such as trees or "undergrowth", depending on how much grass coverage you have. You could play with differently-grown trees at different locations. Perhaps some trees grow faster nearer water, while trees high up a mountain side are shrunken and rugged?

You might want to think about more weather phenomena, such as wind (bending grass, affecting tree growth, etc).

You can also think about what it would take to modify the terrain, for instance simulating an explosion blowing a hole somewhere, or an earthquake cracking the surface open.

Sounds like fun!

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文