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Thread: mvNoise, Perlin noise - problem

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  1. #1
    And the result would be flatheaded mountains. So unrealistic.
    Then apply some Gaussian blur to this.

    Anyway, do however you want, but I'd like to be able to generate chunks of texture (it certainly is possible as Minecraft, Minetest-c55 and other mineclones features semi-infinite world and without making it with chunks it wouldn't work).

    And don't bother with glscene thing. I can wait for proper solution (have other things to do in meantime anyway, like writing state machine and collision system).

  2. #2
    I'm checking GLscene becouse I belive it has implementation of Perlin Noise which can use offset imputs. That is what you need.

  3. #3
    PGDCE Developer Carver413's Avatar
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    Paul gave me a perlin noise unit. you can find it in this thread
    http://www.pascalgamedevelopment.com...arver-Explorer
    works great

  4. #4
    I happened to come across simplex-noise, and still unsure how fitting it is for gaming. It claims to be kind of simplified and optimized replacer for Perlin noise. Actually Simplex is made by Perlin himself in 2001.
    http://en.wikipedia.org/wiki/Simplex_noise
    Some Java source
    http://staffwww.itn.liu.se/~stegu/si...plexNoise.java

    Also, now that i think about it, i think this is 4D, where time is 4th dimension:
    http://mrl.nyu.edu/~perlin/homepage2...ise/index.html
    Last edited by User137; 29-06-2013 at 03:56 PM.

  5. #5
    PGDCE Developer Carver413's Avatar
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    I would be very interested in a pascal version of simplex as it supports up to 6D and it is needed in order to create seemless textures but I dont know much about java.
    http://www.gamedev.net/blog/33/entry...eamless-noise/
    Last edited by Carver413; 29-06-2013 at 04:22 PM.

  6. #6
    I've translated some 3d simplex noise implementation to pascal : http://laggyluk.com/?p=86

  7. #7
    PGD Staff / News Reporter phibermon's Avatar
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    If your shooter is already procedural and you wish to you perlin noise for say, a graphical effect then you should pre-generate a seemless perlin texture and then do texture fetches with wrap around coordinates. With a non even scale iterator you get all the smooth interpolation properties of perlin noise without the CPU hit for generation.

    If you really need true noise, perlin noise is an incredibly simple algorithm, you should be able to implement it yourself just by reading the wiki page.

    If you don't try to do these things then you rob yourself of an opportunity to learn more
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  8. #8
    Quote Originally Posted by laggyluk View Post
    I've translated some 3d simplex noise implementation to pascal : http://laggyluk.com/?p=86
    I appreciated the effort, but i still translated my own Your version was procedural, and didn't support 2D or 4D.
    https://code.google.com/p/nxpascal/s...rc/nxNoise.pas

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