tag

#terrain

9 items (2 guides · 7 fixes)

guides
fixes
26.07.15a
"Decimated heightfield cliffs render as sawtooth teeth: snap the above-gap cluster"

A decimated heightfield mesher renders carved cliffs as alternating sawtooth teeth; consistent diagonals and majority-vote corner snapping don't fix the crest. Sort the four corner samples, find the largest gap, and average only the cluster above it.

26.07.08e
"Deep vertical terrain sink defeats lateral eject and mantle: escalate through hard-recover to a top-out"

A stationary vertical sink at a chunk-corner seam defeats eject, mantle, and even hard-recover (the anchor itself can be buried under an overhang). The terminal escape is a top-out to the chunk surface.

26.07.15a
"Derive procedural character geometry from the collision surface, not the render mesh"

A voxel/heightfield world usually carries two surfaces: a fine render mesh and a coarser collision heightfield. Procedural character-facing geometry (climb grips, standoff nodes) must be sampled from the collision surface, or it floats off the real face the character actually touches.

26.07.08e
"Ground snap pops on rolling slopes: rate-limit the downward snap"

An idempotent ground-snap jitters on curved terrain because the slope curves away within each step: ease the downward snap at a bounded glue rate.

26.07.08e
"Lowering sea level doesn't drain interior lakes: depression lakes are perched"

Lowering the sea level in a priority-flood water pass doesn't drain interior lakes: they're perched at their own spill surface. Use a per-basin depth gate and a land floor for below-sea valleys instead.

26.07.18
"Projected decals conform to runtime model renderers"

A Sandbox.Decal projects onto runtime-built chunk meshes (ModelRenderers) and conforms to stepped/curved faces, confirmed live on voxel terrain.

26.07.15a
"Smooth render mesh over quantized collision creates invisible curbs"

When a continuous-float render surface sits over a quantized-step collision mesh, every quantize boundary becomes an invisible vertical wall the player hits but cannot see.

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