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Resurrected all of my old Perlin noise stuff, and I'm wasting a lot of time playing with it, using noise to generate various height-map based levels for the Golem3D engine. Standard stuff--marble, wood-grain, clouds, etc... If I take a noisemap and 'clamp' it to a set of tiers or steps, I can achieve the stair-stepped ledges that the editor can spit out.

The trick is in defining 'interesting' functions to process the noisified input and generate a fun level. I'm working on various other tools to add to my bag o' tricks, as well. Starting to really get excited about this project; excitement is something that's been dropping off for a while now, so this is a good thing. [grin]

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