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Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen

jdhwilkins.com

31–36 of 36 posts

Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen

#32

This reminds me of terrains Bryce (with its wonderful Kai Krause interface) would generate. I had no idea Ken Musgrave, who created the algorithms, was a student of Mandelbrot. I had always assumed Bryce used Perlin noise, but it turns out I was wrong and it was using fractals.

Any time algorithmic terrain generation comes up. I always think of Bryce. What a revolutionary product. I had an amazing time working at Meta Creations right out of school. So many smart people and great stories.

Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen

#35
post #2

To my geologist's eyes there is a fundamental flaw in this method: the assumption of randomness. All mountain ranges are driven up by lateral forces, so simply look on a satellite image to notice how they are made of ranges[0]. I do wonder if this propensity can be introduced to the code. [0] https://en.m.wikipedia.org/wiki/Zagros_Mountains#/media/File...

As someone who has simply studied a bit of geology I agree with you--noise-generated mountains look wrong. Long ago I played around with attempting to generate terrain with faults (take a line across the world, raise everything on one side, lower everything on the other. Start with some big ones, then add more making the step size smaller as you go) followed by erosion (pick a pixel that's a local maximum, move a portion of the difference between it and the lowest neighbor to that lowest neighbor, that's the new cursor, repeat until everything around is equal or higher.) Very compute-intensive, though, and not suitable for on-the-fly generation (the faulting step might be possible with a noise generator, I see no way to do the erosion and without it everything's too harsh.) At the macroscopic level it looked a lot more realistic, I had neither the memory nor the CPU power to do too fine a model. I simply couldn't hold a large map, nor were 16-bit integers granular enough to make good slopes.

I can look at real terrain and do a pretty good job of judging whether it will be easy/hard/impossible, I've never seen a game map where that was true.

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