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2025年5月12日 星期一

Challenges in River Creation

When developing war strategy games, I frequently encounter various challenges related to river creation. Here is a list of pertinent issues:

  1. Creation of River Channels and Surfaces:
    Traditional methods involve pre-producing river channel mesh data by artists or using spline tools. Both approaches significantly increase mesh data, especially for very narrow and branching rivers (in extreme cases, spanning the entire terrain). Without segmentation, this leads to an excess of vertices transmitted to the GPU, and manual segmentation may cause connectivity issues.
  2. Directionality:
    The common practice is to have artists pre-create the flow direction UV in mesh data or use other tools to draw flow maps. However, these methods are intricate, particularly when FlowMap cannot be drawn directly in the scene, substantially increasing production time.
  3. Transition at Riverbanks:
    The typical approach involves pre-establishing river channel data, making river surfaces and channels separate mesh data. This significantly increases the number of vertices. Furthermore, the need for smooth transitions between river surfaces, riverbeds, riverbanks, and the terrain results in a considerable amount of overdraw, subsequently reducing performance.
To address these challenges, FastRiverPainter adopts the WeightMap + FlowMap approach. This involves directly drawing these two maps on the terrain and objects, allowing rendering objects to become weights based on depth parameters, thus producing corresponding river effects. This method significantly reduces the usage of mesh data, minimizes overdraw, and eliminates concerns about the elongation and branching of rivers.


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