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I think it helps to compare it side-by-side with regular Perlin noise. As explained in the Gustavson paper, Perlin noise works by assigning pseudo-random values (gradient vectors) to each corner of a square grid and then doing some interpolation for points in the interior of a grid cell. So the first step in evaluating Perlin noise is to figure out which ...


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Can I just suggest that you absolutely forget about biomes if you can't make and use height-maps yet. Step by step is the way to go. A +---+---+ B |\..|\..| |.\.|.\.| |..\|..\| +---+---+ Y |\..|\..| | |.\.|.\.| | |..\|..\| | C +---+---+ D ---------x imagine the +'s as the vertices of your mesh. Simply randomize the ...


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I agree with the people in the comments. It's very hard to do these kinds of things. I recommend looking into Perlin Noise more before you attempt anything. Another thing is to look into Simplex Noise, but I'd start with Perlin Noise, just classier :). Perlin Noise Info How it works This should give you a slight idea about using it Perlin Worms - This is ...


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3D Graphic with XNA Game Studio 4.0 has a chapter dedicated to this topic. It includes a complete process for generating the terrain and layering it with a variety of textures. As luck would have it, that chapter is the sample provided by Packt on the book's page: In this chapter, we will focus on building a full 3D environment. We will start by ...


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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 ...


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Terrain generation falls under the form part of development. It's an artistic endeavor, so I'm not so sure there's a correct answer. However, I can try to tell you about the knobs you can turn to get different results, and it'll be up to you to turn them to get the result you want. Compress/expand: You can stretch or shrink the noise along a specific axis ...



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