Timeline for Lifelike terrain generation
Current License: CC BY-SA 4.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 2, 2024 at 10:26 | comment | added | DMGregory♦ | Personally, I would not upvote an answer that just links to an existing answer without adding any clarity or guidance of its own. So if creating high-quality answers is your goal, I think you can do better. Imagine you yourself were struggling with noise outputs that look like unrealistic endless mountain ranges: what advice would you hope another user would share with you? Would you want links to pages you might have already read, or a detailed explanation about how to fix your specific problem? | |
| Apr 2, 2024 at 10:15 | comment | added | Qualcuno2 | @DMGregory is it so better? | |
| Apr 2, 2024 at 10:14 | history | edited | Qualcuno2 | CC BY-SA 4.0 | deleted 2 characters in body |
| Apr 2, 2024 at 10:11 | history | edited | Qualcuno2 | CC BY-SA 4.0 | added 139 characters in body |
| Apr 2, 2024 at 10:08 | comment | added | DMGregory♦ | Those noise types, on their own, do not generate realistic terrain, and you have not provided an algorithm that does so using them. The hard part is that algorithm: how to sample and layer the noise to mimic different terrain types. | |
| Apr 2, 2024 at 10:07 | comment | added | Qualcuno2 | @DMGregory The question "I want an algorithm that generates terrain in a realistic way". The answer is "you do it with those noise types, here is some documentation". Or did I understand it wrongly? | |
| Apr 2, 2024 at 9:58 | comment | added | DMGregory♦ | None of these links describe how to solve OP"s problem in trying to get convincing continent generation from a noise function. | |
| Apr 2, 2024 at 9:09 | history | edited | Qualcuno2 | CC BY-SA 4.0 | added 144 characters in body |
| Apr 2, 2024 at 8:55 | comment | added | Qualcuno2 | @Philipp I gave a link to how to use the noise. | |
| Apr 2, 2024 at 8:55 | history | edited | Qualcuno2 | CC BY-SA 4.0 | added 80 characters in body |
| Apr 2, 2024 at 8:46 | comment | added | Philipp | Perlin noise is obsolete for most applications. It should be replaced by Simplex Noise, which fixes most of the problems with Perlin Noise (like directional artifacts) and is faster to calculate as well. It was developed by Ken Perlin himself as a direct upgrade to his older algorithm. Besides that, I think this is a poor answer because it doesn't elaborate on how exactly noise should be used to achieve what the question author wants. They already said that they are using noise, so this answer is probably of little value to them. | |
| S Apr 2, 2024 at 8:42 | review | First answers | |||
| Apr 5, 2024 at 7:50 | |||||
| S Apr 2, 2024 at 8:42 | history | answered | Qualcuno2 | CC BY-SA 4.0 |