This question already has an answer here:
- How do you generate tileable Perlin noise? 10 answers
I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that limits the size and variance of the worlds to whatever I pre-generate for the player.
I would like to proceduralize the process. I have got a simplex terrain and a perlin terrain generator and I'd like to wrap them so that the world loops back around to the same place if you travel in a straight line in any direction North East South West
What would be the best techniques to use to wrap the noise to a tillable terrain.
This question Different as it is for both perlin AND simplex. It is also different as I forgot to mention I am using 3D noise for some of my work.