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Questions tagged [perlin-noise]

Perlin noise is an algorithmic (computer-generated) effect developed by Ken Perlin, often used for simulating elements in nature and for procedural terrain generation, especially in situations with low levels of memory. It is also pseudo-random, and can be in any number of dimensions. An improved version of this now exists, also developed by Ken Perlin, and also covered by this tag - simplex noise.

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I'm implementing perlin noise in C++. I have a permutation table for the gradients vectors and want to shuffle them with a 2 number hash that has 2 purposes. The hash uses the integer portion of the ...
Opengraphicspros12's user avatar
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I find lots of articles but they cut parts out to simplify the process. I am trying to write a function to generate real 3D Perlin noise without skipping steps like averaging the 4 corners ray somehow....
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I generate a mesh from a 3D perlin noise function, the goal now is to add a 2d perlin noise to the surface of the 3d mesh. My issue is ensuring continuity in the noise and taking the x, y and z ...
Samuel Fyckes's user avatar
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The permutation maps are usually the numbers from 0 to 255 arranged in a random order. If I were to use a cryptographic hash function to convert a string, and then use the result's individual integers ...
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I'm trying to use the Fractal Perlin flow noise from Chaos Software (shared under the MIT licence) ...
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I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
IamaPineapple24's user avatar
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For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
Haruto Kaito's user avatar
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I've been working on a custom enemy "AI", the way it works is it generates a point inside a colliders bounds, then moves the enemy towards the point. Once the enemy reaches it. The point is ...
Pow's user avatar
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I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
BogdanB's user avatar
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I am creating a game in which a world map is generated using Perlin noise, and then specific points in the map are rendered using higher resolution Perlin noise. I am trying to do this by zooming in ...
Finch Youngs's user avatar
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I've been doing research on game development in a hyperbolic plane, and cannot seem to find any solution for generating coherent noise. Generating noise for a spherical geometry would be easy -- just ...
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I'm writing a Perlin noise generator in C++ for terrain generation but the generator produces weird JPEG-like artifacts instead of proper noise. I've tried doing it using C# in Unity and confirmed the ...
truepaddii's user avatar
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I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly. I generate the terrain ...
IMGSaibh's user avatar
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Recently I just finished a program which makes a plane image using perlin noise. Now I want to make that image a cubemap image. This because I want to apply it to a planet (which was made from a cube)...
nicolas osorio bustos's user avatar
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I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
burgere15's user avatar
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Tell me if i need to be more specific. My program is advanced enough that it can read tile data from a .txt file and display a tile image for each tile ('~' = water), I am trying to make my game use a ...
Macho Onion's user avatar
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I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the ...
alon's user avatar
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So my understanding of perlin noise is you need to a noise function that works in 2 dimensions then you use a method like the ones below to get smooth noise. ...
user2927848's user avatar
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I'm doing 2d topdown procedurally generated world. I'm generating perlin height values, and when certain value is crossed I'm generating one level higher, while edging biomes creates cliff of the ...
Makaveli_O's user avatar
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I would like to implement a Perlin noise algorithm into my MonoGame project in order to procedurally generate 2D terrain. I've been using engines in the past (Godot, mostly) where there was an API to ...
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I'm currently working on a generated(Perlin Noise) 2D Cave System with Unity. The Caves currently look like this: What I want to do is spawn the Player (and other stuff) in the big Part of the Cave ...
Jonas Re's user avatar
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I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
EnderShadow8's user avatar
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I'm creating a little terraria-like 2D side-scroller game with TypeScript. Currently, I divide parts of the world into biomes, which each have their own properties (flat, mountainous terrain, etc.). I ...
Ekkaia's user avatar
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I am experimenting with procedural techniques to generate planetary terrain. I have close to zero knowledge so I started with something simple, using perlin noise and domain distortion. My goal is to ...
Gonstasp's user avatar
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I'm trying to use simplex Perlin-noise to create topography of a planet (procedurally generated). The basic sphere consists of 6 sided cube with normalized vertices. Before adding noise the first ...
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I followed this tutorial: https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/ The important bits of my code are below. I tried messing around with different ...
Shrey Joshi's user avatar
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Why am I getting this kind of results with my perlin noise ? The terrain is wide or elongated or straight at the variations of the noise function. This is the way I generate terrain: ...
kyu's user avatar
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I'm trying to fake terrain blending by using an opacity mask on my road mesh to reveal the grass underneath. I'm currently multiplying some Perlin noise by a Rectangle node displaying my texture at 80%...
Matt's user avatar
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1 answer
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I'm attempting to create a tillable hex shaped terrain map using c++. As part of the process I'd like to use perlin noise, but it seems that in order to make it tillable I'll need to generate it 5 ...
Knackname's user avatar
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I'm trying to generate a 2D map and currently I'm doing so by the use of voronoi diagram. The problem I found is that all biomes have really hard edges and I would like to smooth them out a bit. ...
UnknownUser's user avatar
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I use Mathf.PerlinNoise to generate grass/water in a 2d square. It works as intended, however I am not really getting very interesting water, and at times it can ...
Majs's user avatar
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I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
Taceo's user avatar
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2 answers
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I'm trying to write a Java class to generate Perlin Noise from a Cartesian coordinate. I'm trying to follow this tutorial but I am struggling to understand the theory. Specifically, how do you divide ...
joshua jackson's user avatar
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1 answer
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I've done a research and tried implementing for months, but I've gotten nowhere trying to make seamless/tileable Perlin noise. Here is my current Perlin noise file without seamless implementation. In ...
Lono's user avatar
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1 answer
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I am quite new to the wondrous world of "Procedural Textures", and I am trying to create a double precission perlin noise algorithm. I am almost done with it except for the fact that the coordinates ...
Braden McPhail's user avatar
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1 answer
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I am trying to create procedural terrain using Perlin noise here is what I have so far: I create "Chunks" of a fixed size using a Perlin noise function, each chunk is a flat mesh (like a plane). ...
Rex's user avatar
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I'm writing a 2D web racing game with procedural generated maps using perlin noise(as a university project). The server is written using C# and the client using Javascript. I've developed procedural ...
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How can we generate the wave-like texture like this The author(RujiK) says in reply he used the texture generator(http://www.kitfox.com/projects/perlinNoiseMaker/index.html), but no matter how I ...
Jiehong Jiang's user avatar
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1 answer
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I recently posted a question about how to technically represent a generated terrain similar to the game kingdoms and castles. I got some great advice and decided to create a 1x1 cube at each ...
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I've always wanted to create the type of map generator they use in Kingdoms and castles. Basically you provide a seed, and it generates land/water/trees/resources. Their maps are also completely flat (...
Green_qaue's user avatar
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I'm trying to achieve the effect from https://www.iquilezles.org/www/articles/warp/warp.htm with no success. Here is the experiment http://jsfiddle.net/fro5y0jm/15/ with canvas. Any ideas?
Janis Taranda's user avatar
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I have a script to edit my world on run time and a script to generate a world. When i tried to place a block, something wrong happened, so I tried to make my script into command until I find which ...
Samuel Fyckes's user avatar
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I am generating a heightmap with some basic perlin noise but I need to cap the differences between each neighbouring value. A cardinal neighbour can only be ...
Madmenyo's user avatar
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I'm attempting to create a sphere with terrain (aka planet). I managed to procedurally create an icosahedron, and I am able to subdivide it (yay), but now I'm stuck on terrain. My current idea was to ...
kei's user avatar
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I'm working on a Heat Map generated from Perlin Noise. So far I've got 2 different outputs. Let's go step by step: The result should be something like this: This is the Perlin Noise I've got, easy ...
Mateo Pérez Murillo's user avatar
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Background: I am trying to create a set of functions to manipulate noise, similar to Libnoise, Fastnoise and the Accidental Noise Library. The end goal is to produce terrain. As recommended by ...
MasterReDWinD's user avatar
5 votes
1 answer
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I'm working on a Map Generator, who are computed based on multiple height-map (I'm using FastNoise Asset on Unity Store to get all data) and they are split into Chunk. Some noises are "cellular" and ...
Arthur's user avatar
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I've been implementing Improved Perlin Noise for a small library I'm writing. Everything was hunky dory when it was just in the 3rd dimension, but I recently expanded to the 1st, 2nd, and 4th ...
user2875252's user avatar
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I have a script that is supposed to diminish height smoothly when an int is lowered, I tried perlin noise to make it lower like it would if it where terrain, which is the goal I'm after, but it only ...
Indiepixel's user avatar
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If I didn't get it wrong from the wikipedia, the word "gradient" should represents either the derivative for continuous functions, or the differential for discrete functions. To rebuild the original ...
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