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Questions tagged [maps]

A visual representation of a geographic region, showing physical features.

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I have my OpenStreetMap data exported using QGIS as a gltf file, and I'm trying to align it with Cesium 3d tiles for my high resolution model. The problem is that both have different coordinate ...
cluck ham's user avatar
19 votes
1 answer
2k views

The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams. Does ...
DeeCeptor's user avatar
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I'm working on a 2D game that takes places in a wrapped, toroidal world. Having implemented dynamic chunk loading and unloading in this setting, and a camera, I'm beginning to dread the idea of ...
Loospie's user avatar
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1 vote
2 answers
330 views

I'm developing a 2D grand strategy game in the style of Age of History and Paradox games using Godot v4. My current map creation method involves creating a background PNG image of the world map with ...
Арсен Исаченко's user avatar
1 vote
0 answers
160 views

I create maps like this, where each tile's data is represented in hexadecimal format: ...
M 027's user avatar
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1 vote
1 answer
283 views

I'm really struggling with a 'resonable' technical implementation of the map system used by the popular MMO World of Warcraft. Not really sure on a data structure format and how to save/store it in a ...
Subressor's user avatar
2 votes
2 answers
409 views

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
NJJ_002's user avatar
  • 47
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2 answers
160 views

I have this error below for about half of my tiles (see screenshot). What can be wrong. It used to work just fine. I haven't made any edit related to the API to my scene. From my understanding, the ...
samuelnihoul's user avatar
2 votes
3 answers
336 views

I'm currently developing a 2D strategy game, and I've encountered some issues with the game map. My idea is to use a single 2D image as the strategic map for the game. similar to this (Supremacy 1914) ...
NoPyDeal's user avatar
1 vote
0 answers
120 views

I'm doing a caves for my terrain. I have 2 solution, but none are good enough Caves are just a simple shapes - later I'm going to improve The problem is - to merge a landscape and a caves Solution I ...
in2fractalout's user avatar
3 votes
2 answers
1k views

I am planning out a fantasy rpg. Based on its story and mechanics, it will span over multiple countries and continents. However, even at the highest possible funding and management, I may not be able ...
Crafter's user avatar
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2 answers
483 views

I am planning out a video game which I will make in the future. It is a fantasy RPG, and it involves multiple choices, systematic enviornments, and many explorable regions. In addition, it will be in ...
Crafter's user avatar
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1 vote
1 answer
527 views

I am trying to make a procedural map similar to a game called "Unrailed!" I used perlin noise based on Sebastian Lague's video, as you can see below, the water would always be generated ...
ento's user avatar
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I am working on a map for an open world project. I am currently designing it in Photoshop which then I will try my best to replicate on Unity terrain by hand. I have looked around and have been ...
zaboombafoo's user avatar
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716 views

I asked a similar question on the Godot subreddit but I want to ask here as well in hope of getting more detailed/different answers. I'm making a world map for a turn-based tile-based 3D strategy game ...
bluegreen1024's user avatar
1 vote
0 answers
209 views

I am a Blender artist and Unity Developer. I'm very familiar with materials and texture maps in Blender and I'm only moderately familiar with texture maps in Unity. My workflow is to do all of my ...
ChristianOConnor's user avatar
0 votes
5 answers
2k views

I'm making my own game engine as an exercise and I've gotten really confused with what I've read so far. When I want to move my camera do I simply just move the world or move the position of the ...
MiguelP's user avatar
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201 views

I am implementing line-of-sight into a strategy game I am developing, and I would like to shade the map darker outside of the LoS of the player and their structures (fog of war). The trick is, this is ...
TheBiscuit's user avatar
0 votes
1 answer
425 views

What's a good way to take a graph of nodes and draw it in your UI as a map? I already have a graph and I'm happy with how it's generated. However, it doesn't have any positional data for the nodes -- ...
idbrii's user avatar
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1 answer
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In a 3D Scene, I have a table asset on which sits a game board asset, displaying a map with countries. My map is quite large- 7776 × 3456 pixels. The Main Camera looks down at an angle, can be moved ...
Jason Clark's user avatar
0 votes
1 answer
150 views

I would like to generate a map of the game world (i.e. a world map for a full screen UI). I am not an artist so would like to automate the process. For small levels I was able to do this by capturing ...
mbnul's user avatar
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1 answer
56 views

I keep getting this exception:Resource not found: testdata/alphamap.png when trying to use Slick in my program. How can I resolve this error?
Vern Evens's user avatar
0 votes
0 answers
59 views

I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the ...
alon's user avatar
  • 5
2 votes
1 answer
3k views

I would like to create a 2D Sidescrolling map, like one for a platformer, but for a shooter game. At first I thought I could just draw a big map based on a tilemap and make the player and the enemies ...
pion's user avatar
  • 55
2 votes
1 answer
10k views

I'm trying to make a 3d model of the Earth (it doesn't have to be a fully-accurate geoid), but whenever I try with a map as a material's albedo to do so, it looks kind of weird and wonky. I assume ...
ThePizzaMan's user avatar
1 vote
1 answer
239 views

I'm creating an adventure/RPG top down game where the map is randomly generated divided into zones. A major problem I'm having trouble figuring out is creating exits placed at the edges. The game is ...
Michael Muniko's user avatar
1 vote
0 answers
129 views

I am making a 2d multiplayer game for Android, targeted to run on every device. How do I calculate the common position of an asset, independent of screen size? What size map should I assume is a ...
Abhay Kumar's user avatar
1 vote
1 answer
812 views

I am working on an automatically generated (theoretically) infinite 2D world. The grid would be separated in chunks made of thousands of world tiles. We plan to use a Perlin noise function to generate ...
Th0rgal's user avatar
  • 113
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0 answers
474 views

I have a grid of voxels that I want to "bend" into a sphere via a vertex shader with minimal distortion. I've tried 2 approaches so far, both of which don't quite give me the desired effect. ...
DoingJavascriptForBread's user avatar
21 votes
7 answers
10k views

I'm starting an open world game and the plan is to have a single "open world" map that should contain a medieval citadel (1.4 km/2 - taking as example Palmanova in Italy) and some ...
Fez Vrasta's user avatar
0 votes
0 answers
237 views

I have a game where my character is plotted on a 100×100 tiles of 32 pixels width and 32 pixels height that makes a Map. It's a 2dArray of [100X,100Y]. Whenever the character gets to a specific tile ...
Lucas P. Leiva Fernández's user avatar
1 vote
0 answers
46 views

I'm trying to create a Tilemap with 64x64 textures which follows this configuration. ...
BadProgrammer's user avatar
0 votes
1 answer
953 views

I've been developing a 2D shooting platform videogame for the Sony PSP console using only the ONELua interpreter for the Lua programing language (since there is not any game engine for it). Despite ...
hell.jumper's user avatar
4 votes
3 answers
450 views

I find in general map creation that I prefer hex grids for natural environments, but square grids for interior and urban/constructed environments. Is there a smooth or elegant way to transition ...
Weckar E.'s user avatar
  • 842
0 votes
1 answer
319 views

I am making a procedurally generated map with different zones (plains, forest, village, etc) and am currently just designing each one as a square zone. However, I think it'd be neat if the zones were ...
Some Guy's user avatar
  • 103
0 votes
0 answers
295 views

For the life of me I cannot figure out why these lines keep appearing on my rendered tiled map. Every time I resize my libgdx window, the tiled map creates lines all across the screen. I have adjusted ...
Albert Beaupre's user avatar
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0 answers
97 views

My map loading and rendering process is slow when using very large maps, so I'm looking for ways to make it more efficient. My current solution works like this: My map loader uses for loops for ...
ihatemyself's user avatar
2 votes
0 answers
1k views

I use more pictures so you can understand my opinion better. Here is the video link I recorded. My code has a problem that I use for to render it and cause it to "lag" for 1-5 seconds, so I ...
Qusdrok's user avatar
  • 21
5 votes
1 answer
513 views

I've been bashing my head against this idea for a few days without luck, I'm hoping someone sees something I don't. So I have a 2D map containing walls and obstacles, and I have a unit that navigates ...
Nairou's user avatar
  • 634
0 votes
1 answer
341 views

I'm developing a game where players walk though a 100x100 grid of different rooms. Each room has a level associated with it starting from lvl 1 to lvl 100. The map is divided into 10x10 areas and in ...
Carlo Moretti's user avatar
0 votes
1 answer
162 views

I am trying to generate a map based on the Golden Ratio: a+b is to a as a is to b. I was looking at a JavaScript math library that had a built-in phi, but I wasn'...
oxr463's user avatar
  • 103
0 votes
1 answer
96 views

I am trying to save player's objects but my loaded result is corrupt and placed in weird shapes like 3D arrows. Weirdly enough when terrain is saved, the terrain is fine but objects added later cause ...
ihatemyself's user avatar
0 votes
1 answer
568 views

So, I'm following the very helpful LearnOpenGL online tutorials, and I'm working on implementing SSAO. I don't have a deferred rendering pipeline, but I need to collect normals during my depth pass so ...
Danny's user avatar
  • 123
0 votes
1 answer
496 views

My problem: Basically the units, units meaning soldiers or vehicles, influence the frontline by moving into the opponents territory (See example image). I'm trying to understand where to even start ...
GamesByChris's user avatar
0 votes
0 answers
77 views

I'm working on a city-based isometric game where the player controls a character moving around in the city. I need to create both an overview map and a minimap similar to both GTA and Mafia 3. Here's ...
jhovgaard's user avatar
  • 101
0 votes
0 answers
137 views

For the image (bitmap) below, if I do: Create a spite with the image in unreal engine. Create a opacity mask on the spite. Use this image, choose a specific color, such as blue, make its ...
Zizheng Yang's user avatar
1 vote
1 answer
111 views

Given only an image, I have to find a way of determining whether any two irregular bodies in that image are bordering one another. This is a map of districts, each with their own name, and my goal is ...
Sully's user avatar
  • 13
2 votes
1 answer
283 views

I have a diamond shaped map that is displayed as follows: ...
Frank's user avatar
  • 23
2 votes
0 answers
319 views

I am currently trying around with automatically generating a dungeon. I'd like to use this tileset https://opengameart.org/content/a-blocky-dungeon TLDR: how do I automatically apply a texture to a ...
CodingKiwi's user avatar
0 votes
1 answer
2k views

I am kind of a beginner of Unity and I am trying do work on a grand strategy game. I already have a province map, colored by unique rgba for each province, looks like something below: I know that the ...
Zizheng Yang's user avatar

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