I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves. I found the method of Perlin Worms in this thread, which generates really nice ...
In my game I separate creation of chunks into two stages. The first is where I generate the heightmap using simplex noise and the 2nd is when I create the actual vertex buffers. I do it like this so ...
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 ...
I can wrap my head around using a 2d perlin noise function to generate the height value but I don't understand why a 3d perlin noise function would be used. In Notch's blog, ...