# Tagged Questions

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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### Regional Variation with Perlin Noise

I used Game Maker to construct a 3D terrain using Perlin Noise. Since I wanted to create an island, I set the noise function to return a value between 0 and 128. Then I checked each point and ...
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### How to make map generation with Perlin noise look more like an actual map

I have been following a guide on Perlin noise, but I can't post the link here because of my current reputation level. I will post code if needed. When I get noise from this distribution, I tend to ...
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### Strange 1D Perlin noise generation with negative x values

I'm trying to use 1D Perlin Noise to generate "random" terrain for a side-view scrolling game (Think Terraria). I've gotten it mostly working, however strange things start to happen when generating ...
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### How does Perlin noise works and how can i use it for generating a map in C?

I'm starting to make a roguelike game(something like NetHack or Rogue) with a friend, but before getting really into it we wanted to make some search of what will be needed. And one of the first ...
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### How can I apply Perlin noise to generating an asteroid from cubic voxels?

I know I can use Perlin noise to generate randomised terrains, but for my current project i want to generate random asteroids of non-uniform length, width depth etc. My first thought was to apply ...
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### Smooth 1D terrain generation

So I'm pretty happy with my terrain, and the progress on my game. I just want to figure out why the terrain is so steep sometimes. Right now to generate my random seed I use this: seed = (long)(Math....
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### How can I model AI Interactions across the entire game world without computing them individually?

I'm making a 2D top-down tile-based game in C++ using SDL2. The game uses a very large world map (think Dwarf Fortress). My world terrain is generated using a noise function, another function is ...
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### How do I create tileable 3D Perlin/Simplex noise?

I have a library which provides functions for 1/2/3/4-D simplex noise. With that I successfuly created a tileable 2D cloud texture (see How do you generate tileable Perlin noise?). Now I want to ...
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### Creating a set of islands by subtracting gradient values from a Perlin noise

The answers to this question explains fairly well how to create a big island in the center of the screen by setting up a gradient and then subtracting its value from a Perlin Noise. Anyway they ...
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### Perlin noise looks uncoherent on higher z

I was experiencing with my Perlin noise function and I tried to animate a 2D noise by changing the z value of a small amount every frame. However, as z increases, the result becomes stranger and ...
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### Unwanted Perlin Noise result

I've finally managed to write a working Lua version of Perlin's improved noise for Love 2D. However, when I run it, i get this: Which is just fine, I guess. But I would like something that looks ...
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### How can I generate 3D noise in chunks for terrain?

I'm trying to create a voxel engine that uses marching cubes to create smoothed terrain. I have most of it implemented, but I'm struggling with how I should create a noise function in three dimensions....
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### How to do moving Rorschach using Perlin noise in c# without shaders?

I want to be able to make a moving Rorschach using Perlin noise like in this question but I know nothing about shaders. Is there a way to do it in just c#?
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### Using the perlin noise of unity efficiently?

I have a little problem with my perlin noise values. It is generating a voxel mesh, that is flat. Here is a picture that demonstrates what I mean: As you can see, the terrain lacks any ...
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### How to smooth low-res sampling of noise for voxel terrain

I am attempting to create a new terrain generator as part of a minecraft mod, which works very well if it samples at the full terrain resolution (16x256x16 voxels per terrain chunk). This is extremely ...
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### 1D Perlin Noise Game in Unity

I'm working on a 2D side-scrolling game in the Unity engine. I am using the 1-Dimensional Perlin Noise function and using pseudo-code. I can't use two links so I'll provide a link to imgur with the ...
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### How do I generate random mountains in a sidescroller?

So I'm trying to make a simplified Terraria style world using Perlin noise. I got that working and the terrain is randomized. However the terrain always looks like like a weird cosines curve. Hills ...
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### 2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
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### LibNoise Perlin.GetValue not returning noise for zero decimal place numbers

I'm using the LibNoise port from C++ to C# and running into problems generating Perlin noise (Unity demo here). For some odd reason integers never generate any noise. In the code below _firstValue on ...
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### Adding terrain features to a perlin noise heightmap

I'm currently using Perlin Noise to generate heightmaps and model moisture levels as well as tree density to create terrain (in the form of 2D tilemaps - think dwarf fortress). How can I generate ...
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### Marching Square Generated 2d Terrain: Dealing with more than 2 tile types

I need some help with my random map generator. First, I use a noise generator (something like Perlin noise) to create my tile array. For now i'm using three tiles: water (0), beach (1), and grass (2)...
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### libnoise to generate 6 faces of a cubemap

I want to create a cubemap generator for both terrain and to skybox using libnoise C++, but I'm stuck in latitude of the poles since realize a little confused how libnoise deals with latitudes and ...
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### Procedurally generate rivers for 2-d heightmap terrain

I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to "...
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### How can I stream only the visible layer of objects?

So I've ported a terrain generator to SA:MP (a GTA:SA mod that connects you to players around the world). The terrain is generated perfectly, after only a few hours of scripting. I was surprised how ...
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### Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
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### How to generate interresting procedural terrain [closed]

I work on a voxel-like game, and I have finally managed to create some basic terrain generation using simplex noise. Heres what it looks like: Sure I can generate different kind of terrains (more or ...
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### XNA/C# Convert polygons into tilemap

I'm currently working on my 2D survival game, where the world is infinite and generated by perlin noise. I wanted to also include biomes and this article interested me - http://www-cs-students....
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### Mining cubes out of marching cubes

I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...
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### Stepping through 3D noise to generate a cubemap for a sphere

This is somewhat related to a previous question I asked How to create a seamless cubemap noise texture? I have managed to successfully step through a 3D noise function to create a cubemap texture ...
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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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### How to get more gentle (cloud like) noise?

Recently I have started playing around with making terrain with perlin noise. Using this library I can make A fairly fast. However, it is to squiggly to be desirable. What I want to achieve is B, ...
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### Generate next chunk with perlin noise

I'm actually trying to generate a level with procedural generation using perlin noise. So one chunk has a size of 30x30, it's a float 2d array and at first I'm filling it with values between 0 and 1. ...
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### Smoothing Heightmap Data

I've made a Heightmap Generator that creates island heightmaps like in this picture: I am dividing the grayscale ( 0 - 255 ) into 4 diferent parts ( water, sand, gras and forrest ) and after ...
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### How to zoom randomly generated maps?

I made a Java program which generates a random map based on Perlin Noise + Poisson Algorithm + Voronoi Diagram. Here you can see a generated map. White are caves, black is empty. The problem is ...
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### Implicit Functions and extracting an isosurface

I recently discovered a paper on Dual Marching Cubes which produces a much reduced poly count to other methods like Dual Contouring and Marching Cubes, however a recurring theme when reading these ...
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### How to do collision detection on marching cubes terrain?

I'm writing the physics part of my game engine. The world uses the marching cubes algorithm on a 3d perlin noise to make the terrain. How do I do collision detection on the resulting mesh? I can't ...
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### 2D Terrain generation with controlled variations

Well, I'm trying to create a simple endless runner and -this may sound repetitive- I'm searching for ways to generate the terrain. The game will only have 3 types of ground tiles, ascending, ...
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### Generating tileable terrain using Perlin Noise [duplicate]

I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/...
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### What kind of algorithms could I use to generate biome borders like in Minecraft? [duplicate]

After I've found this post I'm curious what kind of algorithms they use to generate these shapes (second image). I can't imagine that the basic shapes are basing on a perlin or simplex noise or a ...
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### 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 ...
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### 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 ...
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### Java : 2D Sidescroller Terrain [closed]

Okay so After all this Edits here is the main question. How I can generate Terrain with a 2d Simplex Noise Algorithm, I am deletng old info so the post its more readble. I´ve been doing some tests and ...
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### Applying a noise texture to distort edges

I asked this question over on StackOverflow but then found this site, and it's probably better suited to here. I'm trying to implement Sketchy Drawings. I'm at the part of the process which calls ...
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### 2D to 3D perlin noise, I'm not sure I get it

I've been using 2d perlin noise to generate height maps for a little isometric terrain experiment. The noise value is directly related to the z-layer a tile will appear in: Math.floor(noise * 10). ...
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### Starting with shaders and particles

I'm working on a flow field with particle systems and starting to learn about shaders in three.js. Current state of my work is available here. As such amount of calculations is quite heavy for a big ...
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### Particle movement in three Dimensions

I have created a particle system which movement is controlled by a flow field over perlin noise - Available here. I would be very thankful for any ideas and tips how to control their movement on the ...
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### Wrapping 3D noise functions like simplex and perlin in c# [duplicate]

I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
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### Marching cubes density function: noise sampling leaves holes in plane

I'm following the GPU Gems 3 chapter 1 (Generating Complex Procedural Terrains Using the GPU). The main difference is that I'm using the CPU for generating the mesh(es) based off of marching cubes. ...