How to use Perlin noise in terrain generation

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12 comments, last by Mekuri 11 years, 7 months ago
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.
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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. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]


[quote name='riuthamus' timestamp='1347105672' post='4977958']
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').
[/quote]

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!
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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