Sunday, January 19, 2020

algorithm - Generate islands/continents with simplex noise


Managed to get something like this using a simplexnoise port i made from the original javacode to php:


enter image description here


Used some tips from other post:


Understanding Perlin Noise


basically, lowered the frequency to get more flat terrain.


Now, how could i foce the map to be a huge Pangea? If i manualy set for example, if (x < 5) set height = 0 (water), when i normalize all the map to 0...1 the value 0 get higher (as my simplexnoise function returns -1 1). If i force it to -9999, does not work either.



Has to me something elegant to sneak into the height generation code to make the borderline squares, water.


With MDP algorithm i could seed the sides of the map to -500 for example and then pretty coast would be made, but with simplex/perlin does not seem the case as i can not enter pre-seeded cells with artificial heights.


Any tips?




No comments:

Post a Comment

Simple past, Present perfect Past perfect

Can you tell me which form of the following sentences is the correct one please? Imagine two friends discussing the gym... I was in a good s...