New answers tagged heightmap
Start here: Really nice noise library because using noise in a meaningful way takes a little work. Most of your "what octaves, persistence... etc..." questions are answered by trying values and sticking with what works for you, there is no universal truth otherwise all maps in all games would look the same. In fact, the best way to get up to speed is to ...
Your understanding of the article seems correct, it is explaining a process of superimposing 4 separate height maps onto each other to represent surface displacement with water. You could write it as four separate loops if you wanted, but why not condense it into a single loop that accesses each of the four height maps each iteration?
Note: I'm gonna use the term "pixel" here to refer to a unit of land in your height map. I'll assume your definition of noise are groups of land pixel are that smaller than certain size and you want these removed (turned into water). In that case, a simple method may be just counting the total number of connected pixels (size) for each group of land ...
Overlay a grid on every n'th cell horizontally and vertically, and initially assign each of theses a random value. Interpolate the remaining cells to get the smoothness you are after. On every m'th cycle assign a new random height to each overlay cell, but migrate to it over the full m cycles. A refinement would be to "roll" the timing of assigning new ...
Top 50 recent answers are included