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Making maps with noise functions (2022)


Interactive tutorial for using Simplex/Perlin noise to make terrain and biomes for a wilderness map

For a real project you may want to wrap the noise function and the gen object into a class but those details aren’t relevant here so I made them global. If you search the web you’ll see variants such as turbulence, billow, ridged multifractal, amplitude damping, terraced, voronoi noise, analytical derivatives, domain warping, and others. It bothers me somewhat that most of the code we game developers write for noise-based terrain generation (including midpoint displacement) turns out to be the same as audio and image filters.

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