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Stealth Kill

Simplex Noise 2D Terrain

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I wanted to post in this topic but it's too old

http://www.gamedev.net/topic/630940-how-to-use-perlin-noise-in-terrain-generation/

 

I need help using the simplex noise class.


I'm creating an byte array for my world and filling it with solid tiles
 

           for (int i = 0; i < mapSize; i++)
            {
                for (int j = 100; j < mapSize; j++)
                {
                    worldArray[i, j] = 1;
                }
            }


Ok so the Noise.Generate method is returning a float mostly values between -1 and 1


Thats why i'm rounding them that i get 0 = air or 1 = solid block
 

            float frequency = 0.0085f;

            for (int x = 0; x < worldArray.GetLength(0) - 1; x++)
            {
                for (int y = 0; y < 100; y++)
                {
                    float val = (float)Math.Round(Math.Abs(Noise.Generate((float)x * frequency, (float)y * frequency)));
                    worldArray[x, y] = (byte)val;
                }
            }

I'm getting a terrain but it's really not nice with lots of floating islands.

 

I think I'm using the returned float values wrong?

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