I’m using a combination of 3d and 2d perlin noise to make a chunk-based terrain generator that will generate dynamically to the Max Extents (+/- 32000 in x/z axis) and I’m trying to stress test the server load of 20+ players in one game. Any help would be appreciated
I like it. ![]()
How were you able to do this? o-o
example code?
[quote] How were you able to do this? o-o
example code? [/quote]
Hello how are those renderings going?
please :imagine:
Just a bad ### terrain generation algorithm… that I do not understand
Perlin noise is actually rather easy to implement, if you try it. It gets harder when you want to implement something like Simplex noise, though.
It looks great, but I’m curious. Is this true Perlin noise, or is it value noise with fractional Brownian motion, which certain sites (well, seems like most of the internet, really) seem to have confused?
Terrain generally looks better when fBm has been applied, so I’m going to go for the latter.
Well, yeah, fBm is good. The question is really about whether he started with simple value noise, or actual Perlin noise, which is a type of gradient noise. Perlin noise is arguably better, but it’s certainly possible to get acceptable results with value noise, which also tends to be a fair bit faster.
This is true Perlin noise, created by using pure random gradients and the interpolation of the dot products of the gradient and difference vector for each point.
Edit: For additional clarification, I am not applying any fBm to this. It’s using 2 2d maps for each x/z column and 2 3d maps for each x/y/z point. It creates a heightmap using the first 2d map, and applies changes to the material or height based one the 2nd one (to create valleys, mountains, sand areas, and flat ground). I then use two 3d maps and take there overlapping areas with similar values (.45 < n < .55) to make the caverns.
Awesome. I made a similar system for an Android game I was once developing, although I used value noise and fBm for that. I’ve actually never written a Perlin noise generator, I should probably remedy that.
I flew ahead of the terrain and went low. The terrain generated around me. Buried alive!
Shhhhh. This is all part of our plan to take over the HQ.
Here’s something I made a long while back:
[quote] What is this volcano
[/quote]
This happens when a ring forms with the mountain values in the NoiseMap I use for the different materials
Source, if you don’t mind? In exchange of your Perlin Noise, I offer my Diamond-Square noise (which, interestingly enough, doesn’t require fBm to look nice!).


