Enter Sandman

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In the last post I mentioned that I used this Turbulence Library to create noise textures on the GPU which are then used to create heightmaps of the terrain. It’s a great library with lots of common noise functions – Perlin, Voronoi, Simplex etc. which are commonly used to generate realistic looking terrain from jagged mountains to rolling plains.

Rather than just using Perlin noise, which is perhaps the most well-known noise function, I’ve been experimenting with adding some other variations and layering additional functions to try to create unique terrain profiles for each of the environments in Nome.

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