I’m making a game where the player moves through an endless scrolling 2D world. Currently, I want the terrain to represent a sine wave, as shown in the provided illustration.

How should I setup my terrain scene to generate this terrain with collision? Or should the terrain generation be in the main game scene? If the later, what node structure should I use for my terrain?

  • Luccus@feddit.org
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    9 days ago

    I’d probably try to do this programatically. A collisionshape/-volume that’s calculated on-CPU and a small shader reimplementing the same shape / sine wave just visually on the GPU.

    This should work if:

    • the algorythm is not too complex/heavy
    • you don’t want to hand-place objects
    • you like working with fractals and similar math

    You can also adopt the wandering clipmap solution, if the terrain will not be convex.