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Wow this thread is awesome, i read all your post and liked tournament. Too bad i discovered this forum too late
I forgot to mention that this noise is seamless.
I saw yesterday perlin noise that xot posted so i thought i might post my value noise that i used in my 3D planet generator.
Algorithm is not using surfaces all is done mathematically in arrays. Surfaces are used only to represent result on screen.
How this is working:
1. First i generating base raw noise, this is done in array gNoise[i, j] = random(1); so values are in range <0, 1>.
2. Now we need to generate 'n' octaves that each is lager than previous by 2^n and sum them together. Variable persistence will change weight of the single octave in our final sum.
If persistence is > 0.5 then more visible are smaller octaves. If < 0.5 then large ones.
Download: http://www.mediafire.com/download/3ixg8 … iseENG.gmz
I'm looking for speed improvements so if you have any idea tell me.
Here you can find this algorithm in action: http://forum.gmclan.org/index.php?showtopic=30559
Also black lines which you see on edges is probably new GMS bug. When i draw on surfaces draw_point(x,y) it is moved to right and down by 1 pixel, that is strange. I don't know if this was already submitted as a bug to yoyo
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