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Questions tagged [simplex-noise]

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I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
BogdanB's user avatar
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I have a function Evaluate(), which is used to remap a noise value based on a curve/spline to make the noise more interesting. There are 3 inputs: the noise value ...
Shiv-iwnl's user avatar
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I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
Taceo's user avatar
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How do I turn Simplex noise like: into something like: or The noise has too many white spots and varies too much to represent things like continents. Where it's water, water, water, and then land with ...
Janis Taranda's user avatar
4 votes
1 answer
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My question is what methods are there to "zoom in" on a procedurally generated map using Perlin Noise (or Simplex). If I have for example this generated and I wanted to "zoom" into that little red ...
RayShawnOfNapalm's user avatar
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I've been doing a bunch of research regarding procedural 2d terrain generation and have come to the conclusion that the use of perlin/simplex noise seems to be the way to go for most things. I've ...
Jesse's user avatar
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I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
rcpinto's user avatar
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4 votes
1 answer
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I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
Ethan Bierlein's user avatar
1 vote
1 answer
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I've found a few pieces of code around, where Java code for Simplex noise (based on this widely quoted paper) was coupled with octaves to get a heightmap. However those classes/snippets are NOT in the ...
Fabio's user avatar
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So I'm creating a system of caves below my random terrain generation, and I'm using 2D Simplex Noise to do so and I have a pretty good grasp on generating the random caves. However, the cutoff from ...
TheUnrealMegashark's user avatar
6 votes
1 answer
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This is somewhat related to a previous question I asked How to create a seamless cubemap noise texture? I have managed to successfully step through a 3D noise function to create a cubemap texture ...
NeomerArcana's user avatar
1 vote
1 answer
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I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The ...
Joe the Person's user avatar
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I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
That Homeless Guy's user avatar