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Questions tagged [noise]

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I'm trying to find an algorithm that does not require giving any form of credit to use (like perlin noise) and can be used for generating caves under a height map that can make holes in the terrains ...
Opengraphicspros12's user avatar
1 vote
1 answer
127 views

I'm working on a personal moon generation project using Voronoi noise, slightly modified for crater generation. Here's the code: ...
Antoine Portal's user avatar
0 votes
0 answers
117 views

I'm working on a game in Unreal Engine 5 with Blueprints and the Fast Noise plugin. I've been having trouble getting the biomes and cities set up. I'm not fully sure how to make the biomes affect the ...
Jam's user avatar
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3 votes
1 answer
801 views

I'm currently working on a Three.js project, and I'm aiming to create a seamless cube map. To achieve this, I created six planes and assembled them into a cube. Then, I utilized a shader to generate ...
Miguel Myers's user avatar
1 vote
1 answer
185 views

I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial I store the height values into ...
Giuseppe's user avatar
2 votes
0 answers
190 views

I've been doing research on game development in a hyperbolic plane, and cannot seem to find any solution for generating coherent noise. Generating noise for a spherical geometry would be easy -- just ...
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2k views

I'm currently rendering an archviz scene in UE5.1 lit by lumen, but I'm struggling to remove these pesky over-bright pixels on areas which are very reflective or metallic: I have tried turning off ...
David Fitzgerald's user avatar
0 votes
1 answer
986 views

I've created this terrain based on a Voronoi noise function: This is how it looks without the elevation: I want to assign biomes to the polygons following certain rules and use the slope on the ...
alon's user avatar
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1 vote
1 answer
811 views

I am working on an automatically generated (theoretically) infinite 2D world. The grid would be separated in chunks made of thousands of world tiles. We plan to use a Perlin noise function to generate ...
Th0rgal's user avatar
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2 answers
1k views

I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
EnderShadow8's user avatar
0 votes
1 answer
496 views

I'm creating a little terraria-like 2D side-scroller game with TypeScript. Currently, I divide parts of the world into biomes, which each have their own properties (flat, mountainous terrain, etc.). I ...
Ekkaia's user avatar
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0 votes
1 answer
341 views

I'm developing a game where players walk though a 100x100 grid of different rooms. Each room has a level associated with it starting from lvl 1 to lvl 100. The map is divided into 10x10 areas and in ...
Carlo Moretti's user avatar
0 votes
1 answer
252 views

I'm using Bilinear filtering to interpolate perlin-noise based height data. However, when I render the resulting plane mesh, there is this obvious diagonal discontinuity in the generated terrain. See ...
TheWanderer's user avatar
1 vote
1 answer
203 views

I'm making a terrain generator for a game and I need it to smooth down to a float, I've tried a bunch of different things with lerping but I can't figure it out. I need to stop this from happening by ...
Indiepixel's user avatar
7 votes
1 answer
1k views

I'm attempting to create a tillable hex shaped terrain map using c++. As part of the process I'd like to use perlin noise, but it seems that in order to make it tillable I'll need to generate it 5 ...
Knackname's user avatar
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0 answers
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I need to generate something like this for my water Shader, because on fly calculations are to expensive for mobile (https://docs.unity3d.com/Packages/[email protected]/manual/Gradient-Noise-...
Janis Taranda's user avatar
-1 votes
1 answer
571 views

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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1 vote
1 answer
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I've done a research and tried implementing for months, but I've gotten nowhere trying to make seamless/tileable Perlin noise. Here is my current Perlin noise file without seamless implementation. In ...
Lono's user avatar
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0 answers
138 views

I am applying a 3D Voronoi pattern on a mesh. Using those loops, I am able to compute the cell position, an id and the distance. But I would like to compute a normal based on the generated pattern. ...
MaT's user avatar
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1 vote
1 answer
231 views

So I learned now about derivatives and fbm, but can not figure out the effect of this code example (credits https://www.iquilezles.org/www/articles/morenoise/morenoise.htm, bottom of page): ...
Janis Taranda's user avatar
3 votes
1 answer
684 views

I find that my procedural simplex noise in my fragment shader hurts performance, so I thought I would just use a stored noise texture instead. I would like my noise values to have better than 8 bits ...
Bram's user avatar
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1 vote
1 answer
240 views

So, I have a procedurally generated planet. In my case it's 3D (hexagon/pentagon globe) but for simplicity let's assume it is a 2D grid. I have distributed resources over this planet, using Simplex ...
Bram's user avatar
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0 votes
0 answers
143 views

I've been implementing Improved Perlin Noise for a small library I'm writing. Everything was hunky dory when it was just in the 3rd dimension, but I recently expanded to the 1st, 2nd, and 4th ...
user2875252's user avatar
0 votes
1 answer
3k views

If I didn't get it wrong from the wikipedia, the word "gradient" should represents either the derivative for continuous functions, or the differential for discrete functions. To rebuild the original ...
karatoga's user avatar
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1 vote
0 answers
656 views

In our game which is still in early development we're (we, Unity rookies) facing this flickering issue occurring especially in edges which are very close to each other, but not limited to them. The ...
patateskafa's user avatar
0 votes
0 answers
152 views

Currently I have Ocean, Desert, Grassland, Mountain, and Snow biomes. These are generated in subtractive layers of noise that prioritizes Low->Mid->High areas using multiple noises around 8km across. ...
Kyle Postlewait's user avatar
0 votes
1 answer
923 views

I know this might be a bit of a noob question, but I can't figure out what I'm doing wrong, and the math that I have done should make this work correctly. I am trying to make a perlin noise map that ...
kineticpull's user avatar
6 votes
3 answers
4k views

I want to create 2D Terrain randomly. It should look like a connected Cave (Shown below). What is the best method or Algorithm to get similar results? The important part is the open area(green) and ...
Blija's user avatar
  • 163
3 votes
1 answer
312 views

I keep thinking about what it is like to do the physics on the server, so that it is authoritative, and thus avoid cheating, in a game that manages the world by noise, ie the collisors are being ...
PerduGames's user avatar
5 votes
4 answers
2k views

I use a perlin noise generator to create a map. All works fine and dandy. It uses the following formula: Generate perlin noise Posterize the height values to be an integer between 0 and 5. What I get ...
Bryant Makes Programs's user avatar
5 votes
1 answer
1k views

I am trying to write a perlin noise class with c++ and sfml, but I am experiencing unwanted visual artifacts in the output. In the image, there are obvious lines being drawn between the points of the ...
Paraxon's user avatar
  • 136
8 votes
3 answers
4k views

I have a generated terrain, with hexagonal geometry, as per screenshot below: I then generate biomes, but as you can see the borders between them are really ugly and straight. To hide that hexagonal ...
user1617735's user avatar
2 votes
1 answer
1k views

In Perlin's implementation of his noise function, he uses an array to hash the input coordinates and later find the gradient vectors. But in Stefan Gustavson's implementation, a strange "permute" ...
EnhancedElegance's user avatar
1 vote
2 answers
2k views

I'm trying to create a terraria like terrain with SDL2 and C++. For generating the terrain I'm trying to use the 1D noise function from here: https://github.com/SRombauts/SimplexNoise It's pretty ...
IHazza's user avatar
  • 13
4 votes
3 answers
3k views

Recently I'm trying to implement Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn, you can also find this in GPU Pro 7, (part II Lighting, ...
FengBruce's user avatar
0 votes
1 answer
202 views

I was just messing around with perlin noise and got this. Wondering if anyone knows what it is or has seen it before. Here is the code(LUA with love2d engine): ...
digitalsoldier0's user avatar
0 votes
1 answer
279 views

I can't figure out what is causing the line between my two chunks. They are completely aligned. It must be something to do with the algorithm. I am using lua with the love2d game engine. Here is a ...
digitalsoldier0's user avatar
0 votes
2 answers
2k views

I am using lua with the love2d engine to make infinite 2d tiled terrain with perlin noise. This is just the first step and I want to fix the bugs early. The problem is that there is no gradient ...
digitalsoldier0's user avatar
4 votes
1 answer
1k views

So, in GPU Gems 3 there is a cool warped terrain that I seek to replicate. Currently, I'm generating the terrain fine, but I want to add that warp effect. ...
salarc's user avatar
  • 49
2 votes
1 answer
5k views

I'm looking for a simple (but especially fast) coherent noise function to use it in a shader written in GLSL. I don't need it to be excessively smooth or good looking, I just need that it has the ...
user6245072's user avatar
0 votes
1 answer
224 views

I was experiencing with my Perlin noise function and I tried to animate a 2D noise by changing the z value of a small amount every frame. However, as z increases, the result becomes stranger and ...
user6245072's user avatar
3 votes
1 answer
825 views

I've finally managed to write a working Lua version of Perlin's improved noise for Love 2D. However, when I run it, i get this: Which is just fine, I guess. But I would like something that looks more ...
user6245072's user avatar
4 votes
0 answers
740 views

I would like to create a seamless 3D Texture, I have read that it's doable with a 5D noise function but I can't find any implementation and the math is over my head here. How can I create a 5D noise ...
user345234674567's user avatar
6 votes
4 answers
2k views

So I'm pretty happy with my terrain, and the progress on my game. I just want to figure out why the terrain is so steep sometimes. Right now to generate my random seed I use this: ...
Seeocon's user avatar
  • 71
7 votes
3 answers
939 views

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
Quintin Steiner's user avatar
1 vote
1 answer
1k views

Not able to implement Perlin Noise for 1D Random Terrain Generation. I've tried everywhere and I cannot find anything useful, sure I sort of understand Perlin Noise but everytime I try it nothing ...
Seeocon's user avatar
  • 71
2 votes
1 answer
373 views

I'm currently working on a game with an "infinite" programmatically generated terrain. The terrain is being generated by creating a heightmap using simplex noise. I've followed a tutorial and ended ...
Peethor's user avatar
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4 votes
1 answer
2k views

I have implemented a basic particle system using transform feedback in openGL, hoping to replicate a dust cloud. I have looked at methods of adding turbulence, such as vortices found here. But they ...
getmad12's user avatar
1 vote
1 answer
341 views

I have been working on a custom noise generator (not Perlin on Simplex or whatever), which works fine in two dimensional space, but upon converting it into three dimensional space, it turns into a ...
Elttob's user avatar
  • 13
1 vote
1 answer
741 views

I am trying to access a texture in a fragment shader to overlay this texture over a certain area. ...
Klitz's user avatar
  • 465