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Adjusted the bolded question to match the question in the title.
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Trevor Powell
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I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into terrain types:

  • 0 is water
  • 0.5 and less is plain
  • 0.6 and less is hill

Then there's features like forests, but in the current system a hill cannot have forest on it. I'm using only 1 perlin generator here, and my question is ifwhether I shouldneed to have multiple perlin generators with random seeds to control elevation, vegetation and other terrain features?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into terrain types:

  • 0 is water
  • 0.5 and less is plain
  • 0.6 and less is hill

Then there's features like forests, but in the current system a hill cannot have forest on it. I'm using only 1 perlin generator here, and my question is if I should have multiple perlin generators with random seeds to control elevation, vegetation and other terrain features?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into terrain types:

  • 0 is water
  • 0.5 and less is plain
  • 0.6 and less is hill

Then there's features like forests, but in the current system a hill cannot have forest on it. I'm using only 1 perlin generator here, and my question is whether I need to have multiple perlin generators with random seeds to control elevation, vegetation and other terrain features?

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Alex Stone
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Do I need multiple perlin noise generators for different features in terrain generation?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into terrain types:

  • 0 is water
  • 0.5 and less is plain
  • 0.6 and less is hill

Then there's features like forests, but in the current system a hill cannot have forest on it. I'm using only 1 perlin generator here, and my question is if I should have multiple perlin generators with random seeds to control elevation, vegetation and other terrain features?