๐Ÿ“Use gradient noise functions for map generation

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ยง Procedural Map Generation

Large/3D terrain maps can be generated by layering multiple gradient noise functions. You can use a couple of noise functions with different amplitude and frequency (scale) to generate a height map. (See Fractal noise)

Then additional gradient noise functions can be used to sprinkle additional features: assign different terrain types, add trees and plants. One can use a 3D noise function to add 3D features like caverns.

Pros

  • Because noise functions are deterministic, the whole map can be generated incrementally from a seed value. This can be used to generate huge maps without having to store them in full.

Cons

  • Noise functions tend to get repetitive, so you need to combine multiple functions.

  • It might be hard to generate realistic/interesting terrain with noise functions.

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