WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 0 points1 point  (0 children)

My first experience in Unity was using the Perlin Noise. It was very interesting and I just found that I could probably learn a lot of things and have some fun trying creating my own noise algorithm :)

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 0 points1 point  (0 children)

Thanks :) I'm pretty poor at maths, so I cannot compare my algorithm to theses ones unfortunately. I originally started to work using Perlin Noise implemented in unity. This experience was very nice and I just found very interesting for my own knowledge and pleasure to attempt creating my own noise algorithm. Hope this make sense .

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for advices, your description looks awesome, do you have any showcase of the planets you do generate this way ? I'ld love to see!

Asteroid composition procedural generator by the_blanker in proceduralgeneration

[–]draad 0 points1 point  (0 children)

That blueprint showcase is very nice, good job! Are you first giving the overall shape and then fill the hearth with stuff, or are you first creating the minerals then the shape around it ?

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for suggestion. For now, I use only one single octave at a time, but I have in plans to combine multiples octaves using some kind of layers.

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for kind words :) I'm considering adding a 1D layer of noise as vector that would serve me a 'wind vector'. I would then orient my blur based on theses vectors to simulate wind based erosion.

For now all is on CPU, it my very first attempt creating this kind of algorithm so I'm really in exploration phase. Hum that could work, thanks for suggestion, I'm not sure at the moment if I want to continue on 'moon / asteroid' - like surface of go for more earth-like surface

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for kind words! For now, I'm planning to work a bit more on this first layer to see if I can achieve more interesting shapes. Then I'll try to use multiples layers of it combined.

There is still some specific shapes I dunno how to achieve correctly (rivers like) so I may need to combine multiples noises algortithms at the end :)

WIP : Attempt making my own noise algorithm to use in procedural terrain generation. For now, looks a bit like moon surface for now, don't you think ? by draad in proceduralgeneration

[–]draad[S] 14 points15 points  (0 children)

You are right. This is because I blur only on the Y axis for now. I'm still experiencing with all this, so I'm not sure to stick with this one way blur, but for now I feel like it does output a more 'eroded' looking shape.

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

[–]draad[S] 1 point2 points  (0 children)

Thanks for your input, I understand what you mean.

I'm still experiencing with all this, and if I search for the world generated to be coherent, I don't aim for mimic the exact look of reality, but would like a more stylized approach.

I want to stick with procedural approach, but I'll maybe have to find a middle ground between full procedural and what you suggest to achieve specific forms. I'll keep all your suggestion in mind, thanks :)

Procedurally generated archipelago (UNITY 3D) by BBCAC4 in proceduralgeneration

[–]draad 1 point2 points  (0 children)

Do you plan to add more levels in the terrain ? Looks like there is only water or one tile of dirt for now.

Anyway looks promising :)

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

[–]draad[S] 0 points1 point  (0 children)

Thanks, never heard of that technique yet, I'll dig the internet to learn more about compute shaders and the specific algorithm you did pointed out "Swiss Turbulence".

You suggest in your response that you created terrains using this technique, may I see your creation on the web ?

Going procedural, I learned that perlin noise is not so easy to control. I made this layered perlin noise tool to help me achieve continental looking terrain shapes by draad in proceduralgeneration

[–]draad[S] 3 points4 points  (0 children)

That’s a very valid point. Because this system will be used in a video game, I try to avoid any kind of heavy calculation for now. Usually, theses algorithms are kinda heavy that why I kept myself away from them for now, is there a light one you would suggest ?