Wednesday, March 9, 2011

Noise for Games

This post is inspired by something I recently read on Notch's blog about Minecraft. It turns out that much of the random terrain generation that happens in Minecraft is from noise-based textures. Initially he used a 2d noise as a height map. He has sense modified the technique to use a 3d procedural texture with some secrets to allow for overhangs to be generated. It occurs to me that there might be some room for noise-based textures to be used in random map generation even in pygauntlet.

Conveniently I have a little bit of experience with procedural textures using Perlin and other types of noise so I feel well prepared to eventually implement some noise stuff when the more important functional features are finished.

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