zathras said:
Continuous Terrain – An array of 9 terrainblocks arranged in a square. The outer ones are "dormant". The player is always on the middle, active one. If the player ever steps over from the middle terrainblock to one of the other 8, the three terrainblocks behind him detach, and re-attach to the array in front of him — and the player is, again, on the middle one of the 9. This way you can walk forever and never fall off the edge, or hit a wall.
Sure thing. But remember, if you don't want to use this feature, you shouldn't have to.
zathras said:
Cave entrances! I'm a sucker for adventures with secret entrances and hidden passages… X-D But of course traditional heightmap based terrains cannot have any holes… I tried many crazy things, such as arranging several 4 or 9 terrains with gaps inbetween, and then filling the gaps with custom 3-d models of a floor with a cave entrance to the cave model below… Didn't look all that convincing, but maybe you guys have a better solution? Am I the only one who likes terrains with caves?
I think simply placing models on top is enough, or at least, that's how most people do it. Consider that more advanced solutions (e.g using metaballs style editing) is much harder to implement.
zathras said:
Procedural Detail Textures: When I use procedural textures, I never get around the blurriness. If I add a detailtexture, it's the same detail for the whole terrain (e.g., my snow covered mountain tops suddenly have a rock pattern…) Am I using wrong parameters? Is there a better way?
I think what you want is texture splatting. It gives much better results than the default jme terrain texturing. Here's a screenshot.
zathras said:
Float Arrays: When I create a custom terrain from a float array, I have no heightmap object… If I had one, I could give the custom terrain a procedural texture. Can you let the ProceduralTextureGenerator accepts raw float arrays?
jME3 does not have this class
But there might be some that will generate an alphamap for splatting, in that case I suppose supporting float arrays should be possible.