Arc 0

Terrain Generation 5: Fault Features

Posted on

In my last post, I worked on making tectonic plates and smooth elevation transitions between plates, coasts, continents, and continental shelves. In this post, I’ll add additional fault features such as mountains and rifts. Also if you’re puzzled by any of my not-very-scientific plate tectonics, check out my post on Tectonic Plates. Fault Feature Algorithm Overview […]

Arc 0

Terrain Generation 4: Plates, Continents, Coasts

Posted on

Note: This post and the next will reference the faults and plate tectonics described in my tectonic research post. I’ll also assume you know the basics of simplex noise. I posted a quick rundown of some noise terms earlier. Mountain formation from faults involves some pretty complicated 3D physics. This video starting at 1:28 has a […]

Science

Perlin and Simplex Noise

Posted on

This isn’t a tutorial on Perlin/simplex noise. I just want to clarify some of the terms you may encounter in a noise library or on blogs discussing noise. If you are looking for a tutorial, check out adrian’s soapbox from whom I borrowed the images in this post or Google around for others. Perlin and […]

Arc 0

Terrain Generation 1: Introduction

Posted on

Where should I start? There are many, many approaches to procedurally generating terrain. Terrain generation is the classic introductory exercise into procedural generation, or as it is sometimes called, “Hello, Perlin.” It is straightforward (the simpler algorithms, at least), and the visual results are easy to assess. Thus it’s been used in everything from fantasy […]