LerpworksAcademy
On this page

World and levels › Terrain

Caves, arches and overhangs: when a heightmap isn’t enough

Lessoncore

Know first: Landscape: terrain from a heightmap

This lesson is about the shapes a heightmap can’t make: caves, arches, overhanging cliffs and tunnels. You’ll see why the usual game terrain can’t hold them, and four ways to add them anyway. The four are rock meshes on top of the ground, a hole in the ground with a cave behind it, voxels, and terrain made as one big mesh. For each way, you’ll see how the seam is hidden and what it costs.

Why this matters

A cave mouth, a stone arch or a cliff that leans over a path is the kind of place players remember and use to find their way: a landmark (the lesson on wayfinding). Yet the ground of most open worlds is a heightmap, and a heightmap can’t make any of these shapes. The lesson on landscape shows the limit itself. This lesson is about the ways around it, because each way has its own price in work, memory and drawing time.

Further in the article

  1. One height per point: a pin toy
  2. Overhangs and arches: rock meshes on the ground
  3. Into the mountain: a hole and a cave behind it
  4. Voxels: numbers in the whole volume
  5. What voxels cost
  6. Terrain as a mesh: Mesh Terrain in Unreal
  7. Which way for which job
  8. Where it breaks
  9. Connections: the same idea in other fields
  10. Sources and further reading
  11. Key points
  12. Test yourself