Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
31–36 of 36 posts
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#32This 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.
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#33Much simpler than using opencl or cuda.
Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#34Re: Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen
#35To 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...
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.