Project Founder and Lead Developer
Just a quick question: Why did you write a separate noise function used for the generation of the clouds, Anton?
Okay, that's a good point. But we should rely on the generator class in the final result to reduce redundancies and local code complexity (given your noise function does nothing extremely fancy).Adeon said:Cause I wanted to find how Perlin noise works.
Planned for this evening. I'll start with a explanation how the terrain is generated in general and how Perlin noise comes into play there.Cervator said:Hint hint, this might be a great time to put a little page in the wiki on how Perlin Noise works inside Blockmania for future reference / for mere mortals
Exactly. This map is generated using two additional multifractal noise functions to simulate the change of humidity and temperature (this is really close to the algorithm currently used in Minecraft). Biomes are mapped to areas where humidity and temperature equal specific range of values.Cervator said:Are the biome definitions generated separately, so that "map" can be used to amplify/decrease density?
Noise functions can be put in a vast amount of different forms just using some well known math functions. The rivers are (again) generated using 2D multifractal noise functions. But the final result is shaped usingCervator said:Interested in more for sure, especially on caves and rivers.