Perlin noise is a algorithmic (computer-generated) effect developed by Ken Perlin, often used for simulating elements in nature and for procedural terrain generation, especially in situations with low levels of memory. It is also pseudo-random, and can be in any number of dimensions. An improved ...

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Random terrain generation with caves

I am currently working on a small game that will generate a world with caves and entrances to the caves, something like Terraria if you will. Today I reached some trouble on the world/cave generation ...
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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 ...
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How can I generate random lakes and rivers in my game?

I have a 2D block building game and am trying to make randomly generated lakes and rivers. I have looked into the Perlin noise algorithm, but, I couldn't get it to generate random and nice results. I ...
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Having troubles with LibNoise.XNA and generating tileable maps

Following up on my previous post, I found a wonderful port of LibNoise for XNA. I've been working with it for about 8 hours straight and I'm tearing my hair out - I just can not get maps to tile, I ...
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C# Perlin noise - generating “endless” terrain chunks?

I'm currently writing a little side scroller in C#, to both learn C# and have fun. Right now I have a simple random number generator generating the world but it isn't exactly all that great - so with ...
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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 ...
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How do I create a horizon?

I added a sky to my raytracer that gets sampled when a ray completely misses any object. What I'm doing here is if a ray completely misses anything in the scene, it returns the Perlin noise ...
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How do you generate tileable Perlin noise?

Related: Simple noise generation Understanding Perlin Noise I'd like to generate tileable Perlin noise. I'm working from Paul Bourke's PerlinNoise*() functions, which are like this: // alpha is ...
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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 ...
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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: ...
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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 ...