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#ActualBlueSin

Posted 26 April 2013 - 06:01 PM

I am incredibly new to noise, so please bear with me here.  So I used the code from http://cabbynode.net/2012/06/10/perlin-simplex-noise-for-c-and-xna/ to create my noise.  I simply filled a jagged float array with these values and used a white 16x16 texture colored on draw based on value to represent the result visually.  Here is that result:

 

noise2.png

 

So, it appears to be interpolating nicely enough.  But the question is how do I use this?  I can think of a couple of possibilities:

 

Each value is a block, and the material (i.e. - stone, dirt, etc.) of the block is based on that value.

 

OR

 

Each value is a chunk of the map, and the material (i.e. - stone, dirt, etc.) that the chunk is made of.

 

OR

 

I have completely no idea what I am doing and need the answer given to me lol.

 

On a side note, I changed the way I was looking at it so that if the value was >= 0.5 it was land, if not open space.  The result is what appears to be a pretty natural looking cave network.  So I guess I could use it that way as well, to tell me if there are caves.


#3BlueSin

Posted 26 April 2013 - 05:37 PM

I am incredibly new to noise, so please bear with me here.  So I used the code from http://cabbynode.net/2012/06/10/perlin-simplex-noise-for-c-and-xna/ to create my noise.  I simply filled a jagged float array with these values and used a white 16x16 texture colored on draw based on value to represent the result visually.  Here is that result:

 

noise2.png

 

So, it appears to be interpolating nicely enough.  But the question is how do I use this?  I can think of a couple of possibilities:

 

Each value is a block, and the material (i.e. - stone, dirt, etc.) of the block is based on that value.

 

OR

 

Each value is a chunk of the map, and the material (i.e. - stone, dirt, etc.) that the chunk is made of.

 

OR

 

I have completely no idea what I am doing and need the answer given to me lol.


#2BlueSin

Posted 26 April 2013 - 05:37 PM

I am incredibly new to noise, so please bear with me here.  So I used the code from http://cabbynode.net/2012/06/10/perlin-simplex-noise-for-c-and-xna/ to create my noise.  I simply filled a jagged float array with these values and used a white 16x16 colored based on value to represent the result visually.  Here is that result:

 

noise2.png

 

So, it appears to be interpolating nicely enough.  But the question is how do I use this?  I can think of a couple of possibilities:

 

Each value is a block, and the material (i.e. - stone, dirt, etc.) of the block is based on that value.

 

OR

 

Each value is a chunk of the map, and the material (i.e. - stone, dirt, etc.) that the chunk is made of.

 

OR

 

I have completely no idea what I am doing and need the answer given to me lol.


#1BlueSin

Posted 26 April 2013 - 05:36 PM

I am incredibly new to noise, so please bear with me here.  So I used the code from http://cabbynode.net/2012/06/10/perlin-simplex-noise-for-c-and-xna/ to create my noise.  I simply filled a float array with these values and used a white 16x16 colored based on value to represent the result visually.  Here is that result:

 

noise2.png

 

So, it appears to be interpolating nicely enough.  But the question is how do I use this?  I can think of a couple of possibilities:

 

Each value is a block, and the material (i.e. - stone, dirt, etc.) of the block is based on that value.

 

OR

 

Each value is a chunk of the map, and the material (i.e. - stone, dirt, etc.) that the chunk is made of.

 

OR

 

I have completely no idea what I am doing and need the answer given to me lol.


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