I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source examples) of how I would do that, in real time, and infinitley. In addition to that I was wondering how I would do this with a voxel based terrain?
A procedural planet generator in 3D which constructs voxel data, my voxels are of the same size of thoose in minecraft.
Any ideas?
Edit:
I ported the simplex noise function i_grok suggested written in C++/Python to C#, I sure hope it works :)
Edit 2:
float noise(float x, float y, float z, float persistance, float amplitude, float frequency, float octaves) {
float total = 0;
for (int i = 0; i < octaves; i++) {
frequency = frequency ^ i; // or frequency *= 2; ?
amplitude = amplitude ^ i;
total = total + SimplexNoise.raw_noise_3d(x * frequency, y * frequency, z * frequency) * amplitude;
}
return total;
}