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Member Since 19 Dec 2012
Offline Last Active Dec 23 2012 05:17 AM

Posts I've Made

In Topic: Implementing Simplex Noise for 2D terrain generation

20 December 2012 - 05:15 PM

As I see it, your actual rendering code is way too complicated - but maybe that's just my lack of familiarity with XNA. Can you post a screenshot of what your output looks like?

Right off the bat I see one issue: your fBM function is starting with integer coordinates for x and y (i.e. using the pixel's row,column address). Instead it should be using coordinates in the range 0,1 (i.e. x/width,y/height).


Here is my output, I'm going to fix the FBM function now, I'll report back with results.

*EDIT* To clarify, the third square is the one mapped from the fractal Brownian-motion function.

*EDIT2* I changed the FBM function to be as such:

public static float[,] fracBM(float[,] chunk, int octives, int seed)
		    const float lacunarity = 1.9f;
		    const float gain = 0.65f;
		    float frequency = 64.0f / chunk.GetLength(0);
		    float[,] fbm = chunk;
		    float sum = 0.0f;
		    float amplitude = 0.3f;
		    float x, y;
		    for(int l = 0; l < chunk.GetLength(0); l++)
			    for(int b = 0; b < chunk.GetLength(1); b++)
				    sum = 0.0f;
				    x = (float)b / (float)chunk.GetLength(1);
				    y = (float)l / (float)chunk.GetLength(0);
				    for (int i = 0; i < octives; i++)
					    sum += amplitude * noise(x * frequency, y * frequency);
					    amplitude *= gain;
					    x *= lacunarity;
					    y *= lacunarity;
				    fbm[l, b] = sum;
		    return fbm;

and I'm still getting the same output :/

In Topic: Implementing Simplex Noise for 2D terrain generation

20 December 2012 - 10:44 AM

Whenever I click either link, it takes me to the hastebin home page. I'm super excited to see what this has to offer though!

*EDIT:* I'm getting document not found now :(