Need help with procedural generation (terrain) math

I have no idea how the math works, and I’d like if someone could explain it.
I wanna try and make something with procedural terrain someday, and it would be pretty neat to know how to do that first.

Procedural terrain generation primarily consists of a perlin noise determining the overall terrain; and in some cases temperature maps, to foliage to the terrain. A perlin noise is just a map with many dot of different shades of black or white to determine the depth of the terrain, subsequently a temperature map is similar to a perlin noise but instead is used to determine density. Another thing to keep in mind is that perlin noise is a built in function for roblox.

If you want to step it up a notch you can also implement procedural rendering where you render perlin noises as Chunks around the player, you can achieve this efficiency by using octree.

Note if the terrain becomes too complex you might need to implement culling to reduce lag.

Yes I know I didn’t explain the maths but since it is basically already implemented in roblox I believe you don’t need it, if you really want to know go read through some articles about perlin noise and temperature map formulas.

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This is a massive undertaking … You should head right for some tutorials if you don’t understand what to do.

I know what to do I just don’t really understand the math behind chunk generation.

I was talking more about chunks, Sorry that I didn’t specify this.
I don’t know chunk generation math.