Terrain System

Abhishek Smith

Abhishek Smith

Building Outscal | Land Jobs in the gaming industry | EA, Epic Games, TCS, | CMU, IIT K

Basic Terrain Setup

  • terrainData = Assign terrain data asset
  • heightmapPixelError = LOD quality control
  • basemapDistance = Base texture distance
  • drawTreesAndFoliage = Toggle nature

⚠️ Runtime modifications possible but optimize carefully!


Terrain Data Configuration

  • heightmapResolution = Height detail level
  • size = Terrain dimensions
  • alphamapResolution = Texture blend quality
  • SetHeights() = Modify terrain shape

✅ Balance resolution with performance needs


Terrain Layers

  • diffuseTexture = Main ground texture
  • normalMapTexture = Surface detail
  • tileSize = Texture repeat size
  • maskMapTexture = Advanced blending control

❌ Each layer adds rendering overhead


Trees and Details

  • treePrototypes = Define tree types
  • detailObjectDistance = Render distance
  • detailObjectDensity = Nature density
  • RefreshPrototypes = Update changes

✅ Use LOD trees for distant views


Pro Tips:

  • Match heightmap resolution to gameplay needs
  • Use power-of-two texture sizes
  • Implement detail density falloff
  • Enable terrain auto-connect for tiling
  • Configure LOD transitions carefully

Performance Considerations:

  • Monitor terrain draw calls
  • Limit active terrain layers
  • Use tree billboards for distance
  • Adjust LOD bias per platform
  • Profile detail render distance

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