I've been using 1D Simplex Noise to create a random world surface, and it keeps generating with the same looking surface terrain, with some minor variations. Here is my sample code-
Tile[][] tiles = new Tile[rows][];
for (int i = 0; i < rows; i++)
{
tiles[i] = new Tile[cols];
for (int x = 0; x < cols; x++)
{
tiles[i][x] = new Tile(0, new Vector2(x, i), scale);
}
}
int left = Main.rand.Next(rows / 4, rows / 2);
double seed = Main.rand.NextDouble();
for (int i = 0; i < cols; i++)
{
int height = left + (int)(Noise.Generate((float)seed) * 10);
height = (int)MathHelper.Clamp(height, 0, rows - 1);
tiles[height][i] = new Tile(2, new Vector2(i, height), scale);
//FillLower just fills everything under the top tile
FillLower(tiles, height, i, scale);
seed += .05f;
}
My question is am I doing something wrong with the Simplex Noise method? How should I generate it so it'll look different?
Images for reference- http://imgur.com/I0g98z8,M61UBfb,tYPflb7