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.
Showing posts with label noise. Show all posts
Showing posts with label noise. Show all posts
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.
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