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Barrett

Random Continent Generating With Perlin Noise

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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

 

84df35003a0f42f3ac21851.th.png396981a3b2684d059b8feed.th.png55b8feee3be543c6a7d6ce7.th.png

 

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

 

a3b30e4f834642839a4b8f6.th.png

 

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

I'm using C#.

 

Thanks in advance!

Denis

 

P.S. Sorry for my English

Edited by Barrett

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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]
 
radius = radius * (PerlinNoise1D(angle) + 0.5);

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I found a solution that look like good for me.

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

 

Here are some examples

040ed4232e7d422d82c503b.th.png7eb4aa7a04b24f138a8a945.th.png

 

And get some maps like that

7b16caaff11e45fcb9fd129.th.png

 

It looks nice.

Any ideas of improving this algorythm?

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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]
 
radius = radius * (PerlinNoise1D(angle) + 0.5);

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

Edited by Barrett

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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]
 
radius = radius * (PerlinNoise1D(angle) + 0.5);


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


Here's some results for you:

CK9dbvJ.png

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)
Gk5mgAf.png

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.

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