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Random Continent Generating With Perlin Noise

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#1Barrett  Members

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Posted 11 May 2013 - 02:45 AM

Hello!

I have got a problem with random map generation.

I'm trying to generate a map based on fantastic Perlin noise.

Here my results

And now I want to create only a continent with nearest islands.

I tried to use Gauss function for reducing squares far from center and I tried to use a simple circular reduction for ignoring squares far from center.

Both of this ways gives me a map with good-loking maps, but with circular contour of reduction at edges of reduction zone.

Here an example

I need your opinion to solve this problrm. What another methodics I can use to create best random maps?

I'm using C#.

Denis

P.S. Sorry for my English

Edited by Barrett, 11 May 2013 - 02:55 AM.

#2hupsilardee  Members

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Posted 11 May 2013 - 05:39 AM

Grow/shrink the circle using 1D perlin noise? Make the radius a function of the angle, something like this:

// PerlinNoise1D(x) returns a value in [0, 1]



#3Barrett  Members

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Posted 11 May 2013 - 05:39 AM

I found a solution that look like good for me.

I 'm creating a radom "fuzzy" rectangle as reduction area/

Here are some examples

And get some maps like that

It looks nice.

Any ideas of improving this algorythm?

#4Barrett  Members

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Posted 11 May 2013 - 05:40 AM

Grow/shrink the circle using 1D perlin noise? Make the radius a function of the angle, something like this:

// PerlinNoise1D(x) returns a value in [0, 1]



Oh, good idea! I will try it and upload here some results.

Edited by Barrett, 11 May 2013 - 05:42 AM.

#5FLeBlanc  Members

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Posted 11 May 2013 - 08:50 AM

Grow/shrink the circle using 1D perlin noise? Make the radius a function of the angle, something like this:

// PerlinNoise1D(x) returns a value in [0, 1]



Oh, good idea! I will try it and upload here some results.

Here's some results for you:

Since you are using a 1D function indexed by angle, the pattern ends up as a randomized star-like shape. You can't generate disconnected islands this way. All pixels lying along a given angle will use the same radius.

However, if you use a 2D noise function, indexed by (x,y) to modify the radius, you can get some disconnects:
radius=radius+noise2(x,y)


Pixels lying along a given angle won't use the same radius, so some pixels further out might use a shorter radius than pixels lying nearer in. This means that voids, or holes, open up, providing the necessary turbulence to create disconnects.

#6Barrett  Members

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Posted 12 May 2013 - 09:33 AM

Oh, thank you so much!

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