# Java: Irrelative Simplex Noise [closed]

I am stuck in another problem with Noise(I´ve never did this before). Now Terrain is generating and its quite well but its Irrelative to each other. Here is a screenshot

As you might notice Each column of terrain it isn´t smooth, It makes bruscal Height jumps Example: Instead of doing 2 4 6 7, etc It makes 2 14 16 18 28 46, etc

NOTE: This only happens at high amplitude values but in lower amplitudes its not genration any mountains its almost everything smooth

Here is my Terrain Generation Code:

  public void GenerateChunk(float offsetX, float amplitude)//I am using a value of 73 for amplitude.
{
for (int y = 200; y < 400; y += 16)
{
for(float x = 0; x < CHUNK_SIZE; x += 1)
{
try
{
float height = (float) PerlinNoise.noise(x+offsetX, 0);
height *= amplitude;

Block B = new Block(Material.DIRT,(int) (offsetX+(x*16)),(int) height + y, new Image("res/Dirt.png"));
B.setVisible(true);
}
catch (SlickException e)
{
e.printStackTrace();
}
}
}

}


And Here is my Simplex Noise Class:

private static int grad3[][] = { {1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0}, {1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1}, {0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}};

private static int p[] = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};

// To remove the need for index wrapping, double the permutation table length
private static int perm[] = new int[512];
static {
for(int i = 0; i < 512; i++)
perm[i] = p[i & 255];
}

// This method is a *lot* faster than using (int)Math.floor(x)
private static int fastfloor(double x) {
return x > 0 ? (int)x : (int)x - 1;
}

private static double dot(int g[], double x, double y) {
return g[0] * x + g[1] * y;
}

// 2D simplex noise
public static double noise(double xin, double yin) {
double n0, n1, n2;

final double F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
double s = (xin + yin) * F2;
int i = fastfloor(xin + s);
int j = fastfloor(yin + s);

final double G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
double t = (i + j) * G2;
double X0 = i - t;
double Y0 = j - t;
double x0 = xin - X0;
double y0 = yin - Y0;

int i1, j1;
if (x0 > y0) {
i1=1;
j1=0;
} else {
i1 = 0;
j1 = 1;
}

double x1 = x0 - i1 + G2;
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2;
double y2 = y0 - 1.0 + 2.0 * G2;

int ii = i & 255;
int jj = j & 255;
int gi0 = perm[ii + perm[jj]] % 12;
int gi1 = perm[ii + i1 + perm[jj + j1]] % 12;
int gi2 = perm[ii + 1 + perm[jj + 1]] % 12;

double t0 = 0.5 - x0 * x0 - y0 * y0;
if(t0 < 0)
n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0);
}

double t1 = 0.5 - x1 * x1 - y1 * y1;
if(t1 < 0)
n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}

double t2 = 0.5 - x2 * x2 - y2 * y2;
if(t2 < 0)
n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}

return 70.0 * (n0 + n1 + n2);
}

public static void genGrad(long seed) {
Random rnd = new Random(seed);
for(int i = 0; i < 255; i++)
p[i] = i;
for(int i = 0; i < 255; i++) {
int j = rnd.nextInt(255);
int nSwap = p[i];
p[i]  = p[j];
p[j]  = nSwap;
}

for(int i = 0; i < 512; i++)
perm[i] = p[i & 255];
}


float height = (float) PerlinNoise.noise(frequency * (x+offsetX), 0);