Closed arcanis closed 5 years ago
The usual hacky solution is to just blend the edges, but I guess it would be nicer to just adapt the algorithm to wrap the domain of the noise functions.
https://www.gamedev.net/blogs/entry/2138456-seamless-noise/ is another way that uses 4 dimensional noise to do the wrapping. I hope that helps.
I'm still searching for documentation on the subject since there isn't much and it's quite scattered, but it seems like making tileable noises is a non-trivial problem. It could be interesting to implement this directly into the library.