Making maps with noise functions (2022)
a year ago
- #game-development
- #noise-functions
- #procedural-generation
- Polygonal map generation starts with simpler techniques, like filling an array with height and biome map data.
- Noise functions like Simplex or Perlin noise are used to generate 2D maps, assigning values from 0.0 to 1.0 to each location.
- Elevation maps are created by interpreting noise values as height, with adjustments for frequency and octaves to add detail.
- Biomes are assigned based on elevation and moisture levels, creating diverse environments like forests, deserts, and oceans.
- Techniques like ridged noise and terraces can add variety to terrain features.
- Tree placement can be simulated using noise functions, though other algorithms like Poisson Disc may be more efficient.
- Wraparound maps allow edges to match seamlessly, useful for cylindrical or toroidal world representations.
- Infinite terrain generation is possible by calculating biome and elevation locally, enabling large or endless worlds.
- Implementation varies by language but generally involves noise libraries to generate and manipulate terrain data.
- Noise-based terrain is simple and fast but may lack global features or constraints, requiring parameter tweaking for desired results.