Perlin Noise Generator

I’d love to see something like procedural path/road placement and having houses/buildings lined on those roads.
Could become a pretty powerful tool for like Apocalypse Rising-type games with infinite world exploration.

Biomes and biome-specific model placement would also be an very welcoming feature.

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I was experimenting with that… I was making it so certain objects can only spawn on water, and on land.
I scrapped it for, now, But im thinking of adding biomes, and biome only things. If you’d like to test the script out, i’d love to give it for testing

Basically you are creating the Terrain Editor Generate function, sounds cool! I would certainly use it! Keep up the good work!

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Thats what i thought at the start lol. the reason i made this was to do with the ZX Spectrum. I used the same forumula on that years ago

Reminds me, I’ve written my own terrain generator before.
One that uses triangle terrain (wedge parts) and one that uses Roblox voxel terrain.
For placing buildings and such I would flatten parts of the terrain so roads and houses could be placed.

First normal terrain is generated that completely disregards building placement.

A second pass/function places roads and connects them all together.

Now since the roads might be placed inside mountains and what not, a third pass loops through all of them and flattens the terrain within a proximity.

For voxel terrain this can be hard to do but it’s relatively easy to do for triangle or part-based terrain like yours.

Edit: If I’m correct this is called “multi-pass terrain generation”.
Rather than doing everything all at once, it happens in multiple loops/iterations.

First terrain, stuff like erosion/rivers are added in a second pass/iteration.
In a third/fourth iteration structures can be added.
And in the last/final iteration the terrain is shaped post-generation so it blends together.

This type of generation can be a bit slow but can be sped up using a chunk system and using something like parallel Luau you can probably multi-thread it.

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Generator Testing, V1.1 Has Been Coded


This is an image Rendered with [Upcoming Project] Of An Image, Completely Made With The Perlin Noise Generator!

In this scene it’s Morning, with a campfire in the woods.


This render was literally made in 2 minutes all i did was find a good location and change the time!

image
The only Things i had to make were the logs, and i grabbed the Tree Mesh Of Toolbox [It looks weird as i have multiple scaled different heights].

This is it so far, i think it will get much better in the future!

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I’m thinking of turning it into a module as well as a visual plugin. the reason is if you want set places with stuff you cant do it as the map only shows in - game. That way i could turn it kinda into the terrain editor.

What do you guys think

Huge Update To Generation, Visual!

Hello Again. Huge update today. I’ve turned it into a visual plugin. You can either use the module, or use the visual plugin. Whats good about the visual plugin is that it generates the map when studio isn’t in Run Mode. This way you can edit the map :smiley:

What do you think of this change?

  • 1 - Won’t Do Anything, Bad Change, Revert :-1:
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  • 3 - It’s fine, could be better…
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  • 5 - It’s ok, I like this change. :neutral_face:
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  • 7 - Pretty cool, Could Mess Around With It…
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  • 10 - Epic Change :smiley: Keep Going!! :smiley:

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Bye!

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Where can I get the Plug-In?
Could you link it here! I’ll be glad to use it

Dont sue my plugin please :cold_face:

its still way in testing but if you’f like to test you can

I’m on phone so sometimes I write “sue” instead of “use”

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Would you like to have a try at the visual version?

Certainly! I would greatly appreciate it!

Another Update :eyes:


The Second Type Of Perlin Noise. This creates more ‘Hilly’ Terrain

What’d you think?

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0 voters

This is very interesting. I’ve been thinking a lot about terrain generation recently. Unfortunately, I’m not at that level of programming knowledge yet (I saw how to make perlin noise, but I’d rather learn a little more programming, and then after this interesting stuff), But there’s still time until I get there! Anyways, as soon as this comes out, I’ll be playing around with this a bit. Also, will this be a plugin or just a script that we put into the game?

I wonder, since your terrain generator is still rather blocky which might make walking or driving a car on it a bit hard.
Would it be an idea to use wedges and corner wedges to connect lower pieces of ground to higher pieces?
I’m curious what it would look like with wedges!

2 Likes

I’ll think about it. The reason i’m hesitating is because of the way my smoothing algorithm works.
Basically, it adds the height of the 8 squares around it (excluding the edges) and divides them by 9, creating the smoothness formula. you then cut of the edges. No idea if that would work with wedges, but ill try

Alright. As much as the wedge parts look cool, they sadly don’t work :frowning: Sorry

I’ll make it so you can choose.
You can either require it from a module:

And write a script like that

local Map = terain.Generate(game.Workspace.Map,250,3,1,7,1.5,2,Color3.new(0.470588, 0.772549, 1), true, game.Workspace.Models,1000,true)

Or you can use the plugin which @Dede_4242 is testing

This is a suspension test. it mainly works