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Terminology and Method: Chunk Texture Maps for Terrain?

Discussion in 'General Graphics' started by Dave_LeDev, May 13, 2017.

  1. Dave_LeDev

    Dave_LeDev

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    Procedurally generated worlds like Minecraft and 7 Days to Die use chunk maps cached to the hard drive to dynamically load the world as the player explores it. Is there a similar method for textures that would function similarly? Here's possible applications:

    • Recreate Journey's rolling sandscape
    • Store painted bump maps for persistent footprints and trails in mud, sand, and snow for non-voxel terrain
    Is this a thing? What's it called, and how is it commonly approached?
     
  2. Teila

    Teila

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    Asset bundles? I suggest looking at them in the Unity documents. This is more implementation than design. :)
     
  3. Dave_LeDev

    Dave_LeDev

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  4. Martin_H

    Martin_H

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    Wrong forum, this has nothing to do with gamedesign.

    There is a GDC talk somewhere about how they did footprints in snow for a Batman game, Arkham Origins iirc.

    "Texture streaming" as a search query might also give you some interesting results.
     
  5. neoshaman

    neoshaman

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    You might also take inspiration from megatexture (or sparse virtual texture)