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How to Use Perlin Simplex Noise?


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#1 BlueSin   Members   -  Reputation: 142

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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 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.


Edited by BlueSin, 26 April 2013 - 06:01 PM.


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#2 cephalo   Members   -  Reputation: 575

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Posted 26 April 2013 - 07:51 PM

You can use Perlin noise for literally EVERYTHING. There is no natural phenomena that you can simulate that won't benefit from this kind of noise input. Terrain maps, mold growth, pimple production, creature mannerisms, river networks, galaxy formation, you name it. Perlin noise simulates nature on many, many levels.

 

EDIT: I forgot to mention social aggression in bonobos, and many other things.


Edited by cephalo, 26 April 2013 - 08:12 PM.


#3 JTippetts   Moderators   -  Reputation: 8650

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Posted 26 April 2013 - 08:00 PM

Here are a couple journal posts I did some time back, when I built the initial prototype that evolved into my current game. They might give you some ideas, maybe:

http://www.gamedev.net/blog/33/entry-2249260-procedural-islands-redux/
http://www.gamedev.net/blog/33/entry-2249282-hooking-into-the-tree-to-build-a-map/
http://www.gamedev.net/blog/33/entry-2227887-more-on-minecraft-type-world-gen/
http://www.gamedev.net/blog/33/entry-2249106-more-procedural-voxel-world-generation/

As cephalo indicated, they are pretty useful for a lot of things.




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