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 ...
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 ...
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 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 ...