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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actualvoodoodrul

Posted 14 July 2013 - 11:05 AM

I'm sure I'm coming at this from the wrong angle, but I wanted to know, if you use a chunked rendering scheme and Simplex or Perlin 2D or 3D noise, what's the best way to create a continuous map without ever building the entire world map? Should I offset the base seed by adding the chunk's position (x,y) to the seed and build a new map for that chunk? If I do that, the two neighboring maps won't blend with each other.

 

I thought about blending the two maps using another pass that takes map A's edge values and seeds the neighbor's edge map with the same ones, but I think I just don't know how to use noise maps properly. 

 

In my mind, I have a limited amount of space to store one complete 2D perlin noise map. I use that for the entire world, but clearly that's not going to get me to "infinite".. 

 

Any help is appreciated!


#1voodoodrul

Posted 14 July 2013 - 11:04 AM

I'm sure I'm coming at this from the wrong angle, but I wanted to know, if you use a chunked rendering scheme and Simplex or Perlin 2D or 3D noise, what's the best way to create a continuous map? Should I offset the base seed by adding the chunk's position (x,y) to the seed and build a new map for that chunk? If I do that, the two neighboring maps won't blend with each other.

 

I thought about blending the two maps using another pass that takes map A's edge values and seeds the neighbor's edge map with the same ones, but I think I just don't know how to use noise maps properly. 

 

In my mind, I have a limited amount of space to store one complete 2D perlin noise map. I use that for the entire world, but clearly that's not going to get me to "infinite".. 

 

Any help is appreciated!


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