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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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 = ...
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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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130 views

Non-smooth noise with optimal performance?

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 ...
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3D Noise for Terrain in Chunks

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 ...
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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 ...
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81 views

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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60 views

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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208 views

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 ...