Tagged Questions
-3
votes
2answers
121 views
Terrain Generation - Advanced [closed]
I need to generate terrain. Easy enough you might say, but I need to create Biomes if you will(Can't link of another name) lakes. Trees and on a height map.
So I have really no idea how to use a ...
2
votes
1answer
104 views
How to blend biomes with procedural terrain
I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion.
...
6
votes
2answers
481 views
Cave generation with Perlin worms
I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves.
I found the method of Perlin Worms in this thread, which generates really nice ...
12
votes
2answers
704 views
Smooth Voxel Terrain
As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain.
If you haven't seen it before, here:
So as you can ...
1
vote
1answer
241 views
Saving a list of points into a text file
I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here:
http://pastie.org/5408655
That works well enough ...
4
votes
1answer
605 views
2D Tile Game - Smooth Biome Terrain Transitions
While working on my 2D tile based game, I encountered a problem. I use Perlin Noise to generate the terrain. Some biomes (Desert, Forest, etc) have different flatness values depending on terrain, ...
5
votes
2answers
531 views
How to remove floating terrain when generated with 3D Perlin Noise?
I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes.
My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
2
votes
1answer
1k views
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 ...
3
votes
2answers
755 views
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 ...
