So I’ve been looking around a lot to figure out how I can generate seamless terrain on runtime in unity and have ran into a question which seems to have a lot of answers; “What is the best/fastest algorithm to generate terrain with”.
The closest I’ve come to a great answer is that Simplex noise is only faster for 3D or bigger dimensions where Perlin seems to be faster for 2D.
I do also wonder if there is other algorithms I should consider instead, and if I should use 2D or 4D noise as some sites talks about 4D being better for random seamless noise.
So basically I wanna know/ask what is the better solution and possible pros/cons with them for my particular usage, and if anyone can lead me in the right direction with the whole random generated seamless terrain thing, as I do wanna choose the “best” option for my particular problem.
Thanks a lot in return!