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It would be nice if in the world DSL we had access to the derivative of the noise function.
This would allow one to distinguish between, say, the eastern shore (to place beaches) and western shore (t…
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For now its just a 2D noise function generating a height map for which all blocks underneath get set to some solid blocks.
This doesn't allow for overhanging terrain or caves :/
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https://en.wikipedia.org/wiki/Perlin_noise
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This issue focuses on porting the Godot Shaders repository from Godot 3 to Godot 4.3. The repository contains a collection of shaders and demo scenes for 2D and 3D games. The goal is to update the sha…
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Basically the Cinder 2D Perlin noise is just 3D Perlin noise with a hardcoded z=0. It uses the same 3D gradient dot products as 3D noise, but just again with z=0. The problem with this is that 3D Pe…
deanm updated
8 years ago
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we the brickmasons wish to create more dynamic maps if possible could we input either premade MCR file with hand made stone or voxel map with the complete bypassing all first stage world gen also if…
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not even 3d perlin noise, smh
ACBob updated
3 years ago
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Use 3D perlin noise to generate, and mix 3d textures for world data. This will enable resampling for LOD and many other things. Voxelizing becomes possible on all 3d data.
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Cave generation
references:
http://gamedev.stackexchange.com/questions/53400/cave-generation-with-perlin-worms
http://gamedev.stackexchange.com/questions/12603/how-is-a-3d-perlin-noise-function-used-…
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I found this tutorial online https://www.youtube.com/watch?v=bG0uEXV6aHQ for procedurally generating terrain using perlin noise.
To start off, are we going to have to do exactly that, but instead …
ghost updated
7 months ago