Displaying 1 to 20 from 23 results

earthenterprise - Google Earth Enterprise - Open Source

  •    Javascript

Earth Enterprise is the open source release of Google Earth Enterprise, a geospatial application which provides the ability to build and host custom 3D globes and 2D maps. Earth Enterprise does not provide a private version of Google imagery that's currently available in Google Maps or Earth.Refer to the wiki for instructions on building from source on one of these platforms.

3d-tiles - Specification for streaming massive heterogeneous 3D geospatial datasets :earth_americas:


Specification for streaming massive heterogeneous 3D geospatial datasets. 3D Tiles has entered the Open Geospatial Consortium (OGC) Community Standard process.

grid_map - Universal grid map library for mobile robotic mapping

  •    C++

This is a C++ library with ROS interface to manage two-dimensional grid maps with multiple data layers. It is designed for mobile robotic mapping to store data such as elevation, variance, color, friction coefficient, foothold quality, surface normal, traversability etc. It is used in the Robot-Centric Elevation Mapping package designed for rough terrain navigation. The grid map package has been tested with ROS Indigo, Jade (under Ubuntu 14.04) and Kinetic (under Ubuntu 16.04). This is research code, expect that it changes often and any fitness for a particular purpose is disclaimed.

DipEngine - graphic engine written on Xen for XNA


DIPEngine makes it easier for developers to use it in your game. It's developed in C# and using Xen for XNA

Height Map to 3D World at XNA


Height Map to 3D World is a XNA project that developed firstly by Eric Grossinger and secondly improved by Karadeniz Technical University Computer Engineering students. This editor allows you to import an heightmap and see it as a 3D World. Useful in game development.

QuadTree XNA-GS DrawableGameComponent


A quadtree component for terrain/landscape management. I am using Microsoft's XNA Game Studio v1.0.

VoxelPlugin - Voxel plugin for Unreal Engine

  •    C++

voxel plugin™ allows to create fully volumetric, entirely destructible, infinite worlds in Unreal Engine. It is compatible with 4.18 and 4.19. You can get a precompiled version of the plugin on Gumroad and Sellfy.

mesh-heightmap-contours - Given a heightmap, generate a "contoured" terrain mesh

  •    Javascript

heightmap is a 2D ndarray representing the heightmap. Its size ("shape") will determine the resolution of the final output.Returns a simplicial complex.

heightmap-mesher - Convert 2D ndarray heightmaps into 3D meshes

  •    Javascript

A naive heightmap mesher: takes a 2-dimensional ndarray and returns a Float32Array that contains the required vertices to render the heightmap as a 3D mesh. There's no optimisations, so this is mostly for convenience.Takes an 2D ndarray, where each value corresponds to a height in the map. The X and Z vertices will be between 0 and 1, and the Y vertices will be the same values you specify.

voxel-glslgen - Push voxel.js terrain generation to the GPU using a GLSL shader

  •    Javascript

Push voxel terrain generation to the GPU using a GLSL shader. This is just a WIP and an experiment with offloading computation to a shader, so no guarantees that it is actually faster than vanilla JavaScript - but feel free to submit a Pull Request with performance/API improvements.Takes a string fragment shader and returns a generate function.


  •    Javascript

THREE.Terrain is a procedural terrain generation engine for use with the Three.js 3D graphics library for the web. The latest releases of this project have been tested with three.js r86.

blender-terrain - Real world terrain for Blender with global coverage

  •    Python

The addon for Blender imports real world terrain data with global coverage and the resolution about 30 meter in the SRTM format (.hgt). Take look at the addon blender-osm. It provides one click download and import of OpenStreetMap and terrain for Blender. Buildings from OpenStreetMap are placed on the terrain automatically.

quantized-mesh - Specification for streaming massive terrain datasets for 3D visualization.


Have a question? Discuss the quantized-mesh specification on the Cesium forum. Otherwise, some servers may return a different representation of the tile than the one described here.

threejs-hex-map - A simple 3D hexagonal terrain map based on three.js

  •    TypeScript

A simple 3D hexagonal terrain map based on three.js. For an example check out the code in examples/random. To test it in the browser simply npm start and open http://localhost:3000/examples/random/.

isabella-texture-pack - Isabella texture pack for voxel games

  •    Perl

A require()-able version of the Isabella Minecraft texture pack. The resulting image is exposed as an ndarray.

C3DE - C3DE is a 3D Game Engine powered by MonoGame

  •    CSharp

C3DE aims to become a 3D game engine powered by the MonoGame Framework with all features you can except from a modern "Garage Game Dev Tool". It features a Forward, Light PrePass and Deferred Renderer, as well as Virtual Reality support. Please take a look at features below. This project is in early stage. Use the master branch for testing and the develop branch for latest and instable changes. Keep in mind that all branches other than master are probably broken on non Windows targets.

godot_heightmap_native_plugin - HeightMap terrain for Godot implemented in C++ with GDNative

  •    GDScript

WARNING: under development, still very rough and may be buggy. This is a regular editor plugin. Copy the contents of addons/zylann.hterrain into the same folder in your project, and activate it in your project settings.

Terrain2STL - A web-based service that converts publicly available HGT files to useful STL files.

  •    HTML

A web-based service that converts publicly available HGT files to useful STL files. ###Try it Out! This project is running on a Google Compute Engine server at jthatch.com. It's updated soon after any commit to this repository.

Proland-To-Unity - A port of Proland to Unity

  •    CSharp

This is a partial port of Proland to Unity. Proland is quite a large and complicate program and I have trimmed this down quite a lot to just its core elements. The core terrain, atmosphere and ocean components have been ported. A key part of Proland is its ability to render large planets using some special techniques to calculate the clip space positions in the vertex shaders to minimize precision issues. This means I have had to do a lot of low level handling of projection and view matrices. This has caused a lot of problems as Unity modifies these matrices behind the scenes to support some platforms and features.