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 ...
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 ...
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 ...