0
votes
1answer
30 views

Bounds Queries for Simplex Noise Function

How do I construct a Bounds Query for 3D Simplex Noise? [This is more or less a follow-up to my last question] Simply put, for an arbitrary octree node (cube) in my volume (a section of Unity3d ...
0
votes
0answers
56 views

Libnoise producing completely random noise

I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image ...
1
vote
0answers
100 views

Non-smooth noise with optimal performance?

Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm concept like simplex noise? Simplex noise I haven't spent enough time ...
4
votes
1answer
376 views

Help understanding Simplex Noise

Introduction This is less of a "how to" on using 2D simplex noise and more of a quest to understand what is happening both in the math and visually. I would rather not copy and paste the code I've ...
6
votes
2answers
1k views

How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
2
votes
2answers
2k views

C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)

To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
3
votes
2answers
1k views

Why would someone chose midpoint displacement over perlin noise for 3D terrain generation?

I myself am creating a terrain generation algorithm and would be interested in knowing why others have chosen midpoint displacement over perlin noise. Minecraft is an example where midpoint ...
5
votes
1answer
3k views

Generate islands/continents with simplex noise

Managed to get something like this using a simplexnoise port i made from the original javacode to php: Used some tips from other post: Understanding Perlin Noise basically, lowered the frequency ...
17
votes
4answers
5k views

Simple noise generation

I'm looking to generate noise that looks like this: (images courtesy of Understanding Perlin Noise) I'm basically looking for noise with lots of small "ripples". The following is undesirable: ...
25
votes
2answers
3k views

How can I generate Worms-style terrain?

I'm working on a Worms-styled game and want to generate some terrain procedurally. I've previously done a lot of terrain generation using perlin noise, and this is what I started out using for this ...