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How to use Perlin noise in terrain generation


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#1 Mekuri   Members   -  Reputation: 300

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Posted 07 September 2012 - 09:57 AM

So basically I am trying to make some 2d side scrolling terrain, (like Terraria). So far I've managed nicely with some simple terrain, but I'm taking the next step. Online I found some code, using the Simplex Noise. I figured I'd try it out and try to implement it to get a good idea on how it works.
The results I get are.. useless.. Just random blocks here and there.. Now the way I see it I've totally misunderstood how to implement this for terrain generation (works fine for picture generation).
First, here's the code for the Noise class, it's a bit lengthy, but I thought I should include all of it:

/// <summary>
	/// Implementation of the Perlin simplex noise, an improved Perlin noise algorithm.
	/// Based loosely on SimplexNoise1234 by Stefan Gustavson <http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/>
	///
	/// </summary>
	public class Noise
	{
		/// <summary>
		/// 1D simplex noise
		/// </summary>
		/// <param name="x"></param>
		/// <returns></returns>
		public static float Generate(float x)
		{
			int i0 = FastFloor(x);
			int i1 = i0 + 1;
			float x0 = x - i0;
			float x1 = x0 - 1.0f;
			float n0, n1;
			float t0 = 1.0f - x0 * x0;
			t0 *= t0;
			n0 = t0 * t0 * grad(perm[i0 & 0xff], x0);
			float t1 = 1.0f - x1 * x1;
			t1 *= t1;
			n1 = t1 * t1 * grad(perm[i1 & 0xff], x1);
			// The maximum value of this noise is 8*(3/4)^4 = 2.53125
			// A factor of 0.395 scales to fit exactly within [-1,1]
			return 0.395f * (n0 + n1);
		}
		/// <summary>
		/// 2D simplex noise
		/// </summary>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <returns></returns>
		public static float Generate(float x, float y)
		{
			const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0)
			const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0
			float n0, n1, n2; // Noise contributions from the three corners
			// Skew the input space to determine which simplex cell we're in
			float s = (x + y) * F2; // Hairy factor for 2D
			float xs = x + s;
			float ys = y + s;
			int i = FastFloor(xs);
			int j = FastFloor(ys);
			float t = (float)(i + j) * G2;
			float X0 = i - t; // Unskew the cell origin back to (x,y) space
			float Y0 = j - t;
			float x0 = x - X0; // The x,y distances from the cell origin
			float y0 = y - Y0;
			// For the 2D case, the simplex shape is an equilateral triangle.
			// Determine which simplex we are in.
			int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
			if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
			else { i1 = 0; j1 = 1; }	  // upper triangle, YX order: (0,0)->(0,1)->(1,1)
			// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
			// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
			// c = (3-sqrt(3))/6
			float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
			float y1 = y0 - j1 + G2;
			float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
			float y2 = y0 - 1.0f + 2.0f * G2;
			// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
			int ii = i % 256;
			int jj = j % 256;
			// Calculate the contribution from the three corners
			float t0 = 0.5f - x0 * x0 - y0 * y0;
			if (t0 < 0.0f) n0 = 0.0f;
			else
			{
				t0 *= t0;
				n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0);
			}
			float t1 = 0.5f - x1 * x1 - y1 * y1;
			if (t1 < 0.0f) n1 = 0.0f;
			else
			{
				t1 *= t1;
				n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1);
			}
			float t2 = 0.5f - x2 * x2 - y2 * y2;
			if (t2 < 0.0f) n2 = 0.0f;
			else
			{
				t2 *= t2;
				n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2);
			}
			// Add contributions from each corner to get the final noise value.
			// The result is scaled to return values in the interval [-1,1].
			return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
		}

		public static float Generate(float x, float y, float z)
		{
			// Simple skewing factors for the 3D case
			const float F3 = 0.333333333f;
			const float G3 = 0.166666667f;
			float n0, n1, n2, n3; // Noise contributions from the four corners
			// Skew the input space to determine which simplex cell we're in
			float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
			float xs = x + s;
			float ys = y + s;
			float zs = z + s;
			int i = FastFloor(xs);
			int j = FastFloor(ys);[attachment=11149:perlinBug.png]
			int k = FastFloor(zs);
			float t = (float)(i + j + k) * G3;
			float X0 = i - t; // Unskew the cell origin back to (x,y,z) space
			float Y0 = j - t;
			float Z0 = k - t;
			float x0 = x - X0; // The x,y,z distances from the cell origin
			float y0 = y - Y0;
			float z0 = z - Z0;
			// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
			// Determine which simplex we are in.
			int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
			int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
			/* This code would benefit from a backport from the GLSL version! */
			if (x0 >= y0)
			{
				if (y0 >= z0)
				{ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order
				else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order
				else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order
			}
			else
			{ // x0<y0
				if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order
				else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order
				else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order
			}
			// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
			// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
			// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
			// c = 1/6.
			float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
			float y1 = y0 - j1 + G3;
			float z1 = z0 - k1 + G3;
			float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords
			float y2 = y0 - j2 + 2.0f * G3;
			float z2 = z0 - k2 + 2.0f * G3;
			float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords
			float y3 = y0 - 1.0f + 3.0f * G3;
			float z3 = z0 - 1.0f + 3.0f * G3;
			// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
			int ii = i % 256;
			int jj = j % 256;
			int kk = k % 256;
			// Calculate the contribution from the four corners
			float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
			if (t0 < 0.0f) n0 = 0.0f;
			else
			{
				t0 *= t0;
				n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
			}
			float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1;
			if (t1 < 0.0f) n1 = 0.0f;
			else
			{
				t1 *= t1;
				n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1);
			}
			float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2;
			if (t2 < 0.0f) n2 = 0.0f;
			else
			{
				t2 *= t2;
				n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2);
			}
			float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3;
			if (t3 < 0.0f) n3 = 0.0f;
			else
			{
				t3 *= t3;
				n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3);
			}
			// Add contributions from each corner to get the final noise value.
			// The result is scaled to stay just inside [-1,1]
			return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
		}
		private static byte[] perm = new byte[512] { 151,160,137,91,90,15,
			  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
			  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
			  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
			  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
			  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
			  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
			  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
			  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
			  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
			  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
			  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
			  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
			  151,160,137,91,90,15,
			  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
			  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
			  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
			  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
			  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
			  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
			  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
			  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
			  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
			  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
			  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
			  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
			};
		private static int FastFloor(float x)
		{
			return (x > 0) ? ((int)x) : (((int)x) - 1);
		}
		private static float grad(int hash, float x)
		{
			int h = hash & 15;
			float grad = 1.0f + (h & 7);   // Gradient value 1.0, 2.0, ..., 8.0
			if ((h & 8) != 0) grad = -grad;		 // Set a random sign for the gradient
			return (grad * x);		   // Multiply the gradient with the distance
		}
		private static float grad(int hash, float x, float y)
		{
			int h = hash & 7;	  // Convert low 3 bits of hash code
			float u = h < 4 ? x : y;  // into 8 simple gradient directions,
			float v = h < 4 ? y : x;  // and compute the dot product with (x,y).
			return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v);
		}
		private static float grad(int hash, float x, float y, float z)
		{
			int h = hash & 15;	 // Convert low 4 bits of hash code into 12 simple
			float u = h < 8 ? x : y; // gradient directions, and compute dot product.
			float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15
			return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v);
		}
		private static float grad(int hash, float x, float y, float z, float t)
		{
			int h = hash & 31;	  // Convert low 5 bits of hash code into 32 simple
			float u = h < 24 ? x : y; // gradient directions, and compute dot product.
			float v = h < 16 ? y : z;
			float w = h < 8 ? z : t;
			return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w);
		}
	}

The way I try to use it is the following:

private void CreatePerlinWorld()
		{
			world = new Tile[_maxWidth, _maxHeight];
			diamond = new float[_maxWidth, _maxHeight];
			for (int x = 0; x < world.GetLength(0) - 1; x++)
			{
				for (int y = 0; y < world.GetLength(1) - 1; y++)
				{
					diamond[x,y] = Noise.Generate(x, y);
				}
			}
		}
		private void GeneratePerlinWorld()
		{
			for (int x = 0; x < _maxWidth; x++)
			{
				for (int y = 0; y < _maxHeight; y++)
				{
					if (diamond[x, y] < 0f)
						world[x, y] = new Tile(TileType.None, TileCollision.Passable, ToolType.None);
					if (diamond[x, y] >= -0f)
						world[x, y] = new Tile(TileType.Dirt, TileCollision.Impassable, ToolType.Pickaxe);
				}
			}
		}

First I run CreatePerlinWorld() followed by GeneratePerlinWorld().
I've attached a screenshot with the results I get.

So my questions are: What am I doing wrong? And what do I have to do to get it right?

Thanks in advance Posted Image

Attached Thumbnails

  • perlinBug.png

Check out the game I am making here - http://www.youtube.com/user/NasarethMekuri


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#2 FLeBlanc   Crossbones+   -  Reputation: 3109

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Posted 07 September 2012 - 10:29 AM

What you are doing is a common mistake:

for (int x = 0; x < world.GetLength(0) - 1; x++)
{
	for (int y = 0; y < world.GetLength(1) - 1; y++)
	{
		diamond[x,y] = Noise.Generate(x, y);
	}
}

Perlin noise is generated by interpolating values that are generated at integer boundaries. If you sample the noise at integer coordinates, then, you won't get the smooth in-between values you are expecting; what you get instead is basically white noise, as you have discovered.

Something like this might get you better results:
float frequency=1.0f/(float)world.GetLength(0);
for (int x = 0; x < world.GetLength(0) - 1; x++)
{
	for (int y = 0; y < world.GetLength(1) - 1; y++)
	{
		diamond[x,y] = Noise.Generate((float)x*frequency (float)y*frequency);
	}
}

You do need to tweak the exact mapping by playing with the frequency value.

A good rule of thumb for choosing frequency is that a Perlin function has 1 feature per unit, where a feature is a hill or valley. So if you want 1 hill, use a frequency equal to your world size dimension. If you want more hills, use a larger value.

As far as using noise in a sane manner to generate terrain, you might check out this article.

Edited by FLeBlanc, 07 September 2012 - 10:30 AM.


#3 swiftcoder   Senior Moderators   -  Reputation: 10242

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Posted 07 September 2012 - 10:45 AM

While FLeBlanc has a point, I'd argue that a larger problem is the fact that you are only using a single octave of simplex noise. Simplex noise is little more than smoothed white noise - to get interesting results, you need to combine multiple layers of simplex noise into a 'fractal'.

The simplest fractal is probably 'fractal brownian motion':
double noise_fractal_brownian_motion(int octaves, double x, double y, double z) {

	const double lacunarity = 1.9;

	const double gain = 0.65;

	

	double sum = 0.0;

	double amplitude = 1.0;

	

	int i;

	for (i = 0; i < octaves; i++) {

		sum += amplitude * noise_simplex(x, y, z);



		amplitude *= gain;

		

		x *= lacunarity;

		y *= lacunarity;

		z *= lacunarity;

	}

	

	return sum;

}


where 'octaves' controls the number of layers in your noise (tweaking 'lacunarity' and 'gain' as needed to modify the result).

Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#4 FLeBlanc   Crossbones+   -  Reputation: 3109

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Posted 07 September 2012 - 11:09 AM

I don't know that I'd say that was a larger problem. It doesn't matter how many layers of detail you stack on; unless you do your mapping correctly, all you're adding is ever smaller detail that still gets lost in the mapping. The first layer defines the over-all feature size, successive layers are detail. Fix the mapping first, then add more detail.

#5 Mekuri   Members   -  Reputation: 300

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Posted 07 September 2012 - 01:26 PM

Thank you both for your quick responses. I will try playing around with the frequency and see what I get. Also, depending on the results I will try with more octaves.

Thanks- Really appreciated, both of you Posted Image

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#6 jefferytitan   Crossbones+   -  Reputation: 2224

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Posted 07 September 2012 - 03:24 PM

Agreed on the integer problem, it gets so many people. Also potentially agreed about octaves. But I wonder if there's an even more fundamental problem. From your screenshot it looks like you're using 2D Perlin noise. Often people use 2D Perlin noise to generate a heightfield for a 3D world. For a side-scrolling platformer I would expect you'd only want 1D Perlin noise, and then to use those values as the height of your hills. I would think that 2D Perlin noise is only applicable if you want to allow mining (like Minecraft/Infiniminer) or if you want to allow caves. Even then, raw 2D Perlin noise is generally not useful as it would create islands floating in space. Instead you'd use 1D Perlin noise to create the general contour of the land, and then subtract 2D Perlin noise from anything that appears under that curve to make caves.

#7 Mekuri   Members   -  Reputation: 300

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Posted 07 September 2012 - 03:52 PM

Agreed on the integer problem, it gets so many people. Also potentially agreed about octaves. But I wonder if there's an even more fundamental problem. From your screenshot it looks like you're using 2D Perlin noise. Often people use 2D Perlin noise to generate a heightfield for a 3D world. For a side-scrolling platformer I would expect you'd only want 1D Perlin noise, and then to use those values as the height of your hills. I would think that 2D Perlin noise is only applicable if you want to allow mining (like Minecraft/Infiniminer) or if you want to allow caves. Even then, raw 2D Perlin noise is generally not useful as it would create islands floating in space. Instead you'd use 1D Perlin noise to create the general contour of the land, and then subtract 2D Perlin noise from anything that appears under that curve to make caves.


I've played around with the 2D algorithm for a while, and I think you might be right. I do get some decent terrain when I play around with the frequency, but my "groundlevel" is always flat.

I am getting a better understanding of this by playing around, so I think I'll try throwing myself into doing what you suggested. Thanks a lot :)

Check out the game I am making here - http://www.youtube.com/user/NasarethMekuri


#8 FLeBlanc   Crossbones+   -  Reputation: 3109

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Posted 07 September 2012 - 08:33 PM

1D noise is useful if you want to do just simple rolling terrain. 2D is useful if you want to do things like caves and overhangs. Again, I refer you to this article written by JTippetts. It's pretty interesting, and I think you can do some cool stuff with it. I hope he doesn't mind me linking to his images, but I think they really help to make the point. (JTippetts, if you don't want me linking to them, let me know and I'll remove them.) The premise of it is this: a function differentiates between ground and sky (anything below a certain level is ground, anything above is sky). Normally this threshold is a flat line at a certain level (Y=0, for example). A 1D noise function is used to push the ground level up or down by a certain amount.

Here is the basic ground/sky:

Posted Image
The white part (which is hard to see, of course, on the white background here) is the ground.

The article talks about using a 1D function to perturb the ground, which would end up looking like this:

Posted Image

It also talks about using a 2D function to perturb it, which would look like this:

Posted Image

The second one, imo, is "cooler" looking, but it does result in floating islands.

The article also talks about using a second function to impose caves upon the terrain:

Posted Image

It's really an interesting article, and while it is written sort of centric to his own library, the idea of it should be usable with any library.

#9 larspensjo   Members   -  Reputation: 1557

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Posted 08 September 2012 - 01:59 AM

A common solution is to use 2D simplex noise of a couple octaves to get some nice random landscape.

Then you use a 3D simplex noise, interpreted as density, to get holes in the landscape. This will make a much more dramatic view, where you can get over hang, etc. Using an inverted 3D density, you can get flying islands if you want that.

3D can of course be used to make caves, which is a side effect of the density interpretation. However, they don't look very good. They are round and not long and windy. With a few tricks, I got some nice caves going, with 3D simplex, see Making caves from Simplex noise.

At last a warning about 3d Simplex: It can be very costly. There are ways to improve the situation, for example using interpolation.

I also use 2D Simplex noise to control vegetation density. A low frequency variant to get forests, and a high frequency to control the individual trees.

The possibilities are unlimited. You can use a 2D low frequency Simplex to interpret as temperature, which would give you different biomes.

What I find very difficult to do, however, is making nice rivers from Simplex algorithms. Of course, there are other ways.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#10 jefferytitan   Crossbones+   -  Reputation: 2224

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Posted 08 September 2012 - 03:15 AM

Very interesting larspensjo, but keep in mind that the OP will have to subtract 1 dimension from all your advice as they are making a 2D side scroller rather than a 3D world.

#11 riuthamus   Moderators   -  Reputation: 5633

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Posted 08 September 2012 - 06:01 AM

I actually like the idea of the 3d one... so thanks for posting it!

For the OP, we found that perlin worked the best, I would play with it, see if you can create an in game render system that will let you modify values and click GENERATE, this is what we did and it let us find the best results quick.

#12 swiftcoder   Senior Moderators   -  Reputation: 10242

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Posted 08 September 2012 - 06:35 AM

For the OP, we found that perlin worked the best

Simplex and perlin noise are pretty much indistinguishable - the one is a further development of the other.

Unless, of course, you learned about perlin noise here, which is wrong (it actually describes 'Value Noise', combined with 'Fractal Brownian Motion').

Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#13 riuthamus   Moderators   -  Reputation: 5633

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Posted 08 September 2012 - 09:40 AM


For the OP, we found that perlin worked the best

Simplex and perlin noise are pretty much indistinguishable - the one is a further development of the other.

Unless, of course, you learned about perlin noise here, which is wrong (it actually describes 'Value Noise', combined with 'Fractal Brownian Motion').


I never said they were or were not... i simply said what we went with. We have not touched terrain generation in months since we have been focused on character creation, items, crafting, spells, so when we get back to it I will most certainly take a look at the Simplex process. I can tell you, that the main point of my post was that having an in game generation setup was much more helpful than closing, recompiling, and doing it all over again. *shrugs* that is how it has worked for us.... perhaps that wont for you, or anybody else. Simply sharing my thoughts friend!

Edited by riuthamus, 08 September 2012 - 09:42 AM.


#14 Mekuri   Members   -  Reputation: 300

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Posted 08 September 2012 - 12:50 PM

I have been playing around with both 1D and 2D for some time now. I'm still learning as I go, since the math of this is still beyond my full comprehension.

I've managed to do some decent terrain with 1D and then use 2D noise to add some caves and such. I'm not satisfied with the results yet, but I am further than I've been for weeks :D
Now I need some way to randomize my output, as it seems atm things only change when I change the frequency, and I hope that it isn't the only variable that can change the output, since the results can easly go from good to disaster if the value is changed too much.
Also I think I'll try looking into doing some octaves, since I wouldn't mind the terrain to be slightly more jagged.

1D noise is useful if you want to do just simple rolling terrain. 2D is useful if you want to do things like caves and overhangs. Again, I refer you to this article written by JTippetts. It's pretty interesting, and I think you can do some cool stuff with it.


I actually did read about half of that article yesterday, I really liked the first part of it. I did kinda lose focus about halfway through. I think I'll need to read it a few times, but I'll probably wait til I'm over this flu :P

For the OP, we found that perlin worked the best, I would play with it, see if you can create an in game render system that will let you modify values and click GENERATE, this is what we did and it let us find the best results quick.

That's a good idea, and I think I could save quite a bit of time doing that, and it could also be a useful addition to the final game. - Thanks for the idea.

Thanks a lot for all the input- This really is an interesting, but difficult topic (at least for me :P).

Check out the game I am making here - http://www.youtube.com/user/NasarethMekuri





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