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Question How to use clipmaps or any other method to make a very large open world?

Discussion in 'Scripting' started by Magnilum, Nov 20, 2023.

  1. Magnilum

    Magnilum

    Joined:
    Jul 1, 2019
    Posts:
    222
    Hello,

    I have been working on a project for some weeks now, trying to create a large open world.

    I have found that many different techniques exist but I really don't know which one I should use and since each of them could take a long time to make, I would like to get some feedbacks before.

    The goal is to have a landscape where we can see very far away without an ugly fog at some hundred of meters. Also, I would like to use control this terrain generation though hightmaps or terrain sculpting and not just get a random terrain with a perlin noise.

    It seems that clipmaps can be a good method to perform it but I am struggling to find any documentation on it.

    Is it only one mesh or many meshes composing a grid?

    I have found this web site:

    https://developer.nvidia.com/gpugem...-2-terrain-rendering-using-gpu-based-geometry

    On this website, it seems that the grid is composed by many meshes but I saw on another that a person used only one mesh subdivided in blender to create the whole terrain. But may be I did not understand well.

    I also found a conference made by the NASA on Unreal Engine:



    I watched it to understand how they made it in Unreal and see if it was possible to make the same thing in Unity.

    But I not sure to understand how clipmaps work. It runs on the GPU but does it mean that to generate collision, it is going to be more complicated?

    I also watch the tutorial from Sebastien Lague on how to generate a infinite terrain generator:



    I really don't know where to go and which method is better.

    If you have any information, I would be pleased to read them.