I am remaking Minecrafts terrain engine and im trying to make it feel inconsistent but whatever I do I just cant make it. I tried stacking different terrains on top of each other but it didn’t work. I want there to be flat terrain with the occasional ocean or mountains. Not a even blend of them.
You just need to modify the perlin noise value.
so if the noise value is 0 to 1, use this
(noise-0.5)*2
which will make the noise -1 to 1
then just clamp it back to 0 to 1. The result is mostly 0 with fewer areas going up to 1.
Adjust to get something you like and combine with other noises for bumpy ground and a few mountains, etc
Juice-Tin:
You just need to modify the perlin noise value.
so if the noise value is 0 to 1, use this
(noise-0.5)*2
which will make the noise -1 to 1
then just clamp it back to 0 to 1. The result is mostly 0 with fewer areas going up to 1.
Adjust to get something you like and combine with other noises for bumpy ground and a few mountains, etc
really? because this is what I get after doing that:
Platon092009:
really
Yes really, every part of what Tin-juice says is true. It’s just math.
That won’t magically give you mountains. For that you will need to either figure it all out on your own, or else follow helpful videos such as what @mgear posted above, which will let you leverage the multiple decades of experience that other games have had procedurally creating terrain…
If you just want to make a minecraft clone, there must be ten million Youtubes out there for that!
EDIT: there are actually 11 million hits, not ten:
mgear
December 5, 2021, 5:58pm
6
here’s good article for reference also: *oops already had this link…
c++ source for minetest game (see images )
/*
* Minetest
* Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
* Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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articles
Introduction
Reading time: 7 min read
noise libraries
https://github.com/ricardojmendez/LibNoise.Unity
Noise shader library for Unity
https://github.com/Scrawk/Procedural-Noise
https://github.com/Auburn/FastNoise_CSharp
this one just came out, has good info too,
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