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World and levels › Terrain

Gaea: first steps

Know first: Landscape: terrain from a heightmap, What real land looks like

Gaea is a terrain generator: you build land from nodes, small blocks that each do one job, connected into a chain called a graph. This flow takes you from an empty graph to a first terrain you can send to a game engine. It’s a piece of land about 1 km across with a mountain and hills, eroded by water, built and exported as a heightmap. On the way you’ll set the size in meters, connect a few nodes, check heights, and write down the numbers that the import into Unreal needs.

Goal

Before: an empty graph in Gaea 2. After: a 16-bit PNG heightmap, 1009 × 1009 pixels, of a terrain 1008 m wide with a height range of 512 m. It holds a mountain with hills around it, shaped by erosion, and comes with a short note of its size. With that note, the flow From a generator into the engine brings it into Unreal with meters intact.

Why these numbers? Unreal builds a terrain from a grid of vertices, points that hold heights, and it prefers grids of 1009, 2017, 4033 or 8129 vertices per side. Between 1009 vertices there are 1008 gaps, so at 1 m per gap they span 1008 m. Gaea works in pixels: 1024 pixels across 1008 m is about 0.98 m per pixel. The Unreal node at the end of the graph resamples them to 1009 vertices, exactly 1 m apart. And a height range of 512 m matches Unreal’s default vertical scale of 100 without extra math.

Further in the article

  1. What you need to start
  2. Steps
  3. Checklist
  4. Theory
  5. Sources and further reading
  6. Test yourself