Timeline for How can I generate floating land masses for a Minecraft-like engine?
Current License: CC BY-SA 3.0
16 events
| when toggle format | what | by | license | comment | |
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| Jan 13, 2012 at 5:38 | vote | accept | Darestium | ||
| Dec 24, 2011 at 22:54 | comment | added | Darestium | OK, well I have got a better perlin noise generator that actually makes sence :). OK so for the lower limit of the land I generate a hight map with two octaves one which has 36, 29. The other which has 4, 33. Then i inverse the values so the noise is pointing "downward". The voxel don't join up, also do you know how i would get the land filled, also I would I join the top part with the lower part? | |
| Dec 23, 2011 at 23:16 | comment | added | Darestium | Well, I was wondering if you could help me with this new one that I have found. I have posted it in the original post and was wondering how I actually define the frequency because the author of this one just creates an instance of this object passing it a random number the calls the noise function to construct a heightmap. And when he calls the noise function he does all these operation on numbers which I have no idea what they do, there is no explisid definition of "this is how you change the frequency". | |
| Dec 22, 2011 at 5:57 | comment | added | Martin Sojka | @Darestium: You don't need to know or care about the details of your noise generator, just what its signal characteristics are (and even then, mostly about if the noise generated is a white, pink, or some other kind of noise) and which value range it returns. For all you care, you just call noise.init(freq) and then get the results with noise.get(x, y) and scale them up or down by multiplying as needed. BTW: The code you posted is not the Perlin noise, but a sum of Perlin noises (plural!) over several octaves (horizontal scale factors, in effect). | |
| Dec 21, 2011 at 21:08 | comment | added | Darestium | Well, I have posted the Perlin Noise generator in the post, I didn't write it, I merely translated it from C++ to C#. So I don't exactly have a great idea on how it works. | |
| Dec 21, 2011 at 20:54 | comment | added | Martin Sojka | @Darestium: What's a high or low frequency is relative to the scaling factors you use to translate the coordinates for Perlin noise to coordinates for your maps, so you'll have to experiment with them to see what works for you. Relatively speaking, the high-frequency parts should have a (main, or only) frequency at somewhere between 2x and 10x the low-frequency parts. As to mixing waves together, you just add them. Again - scaling factors deal with how the Perlin noise signals map to your map. | |
| Dec 21, 2011 at 20:21 | comment | added | Darestium | How would I apply voxels to this sort of thing as when perlin noise is applied the "inside" is always empty. Also how would I mix both high and low frequency waves together and what would be considered such (a high and low frequency value. Examples?). | |
| Dec 21, 2011 at 7:38 | comment | added | Martin Sojka | @Darestium: It's a 2D example for easier visualisation. The same method works for any number of (algebraic) dimensions higher than one. | |
| Dec 21, 2011 at 3:56 | comment | added | Darestium | OK, ill attempt to implement it tommorow... Wish me luck ;) | |
| Dec 21, 2011 at 3:21 | comment | added | Gavin Williams | 2D / 3D - same thing | |
| Dec 21, 2011 at 0:10 | comment | added | Darestium | But I quite like it :) | |
| Dec 20, 2011 at 23:45 | comment | added | Darestium | But this is for 2D is it not? | |
| S Dec 20, 2011 at 19:12 | history | suggested | Kevin Reid | CC BY-SA 3.0 |
Crop blank space out of image
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| Dec 20, 2011 at 18:40 | review | Suggested edits | |||
| S Dec 20, 2011 at 19:12 | |||||
| Dec 20, 2011 at 12:11 | history | edited | Martin Sojka | CC BY-SA 3.0 |
deleted 1 characters in body
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| Dec 20, 2011 at 10:23 | history | answered | Martin Sojka | CC BY-SA 3.0 |