This is a simulation that shows how perlin noise's can create a map in the game, please set the noise variable to see how it affect the map result,  then press "generate seed" to see the different seeds from the variable that has been set.

in this simulation, it prove that the perlin noise algorithm can create many types of maps randomly or we can call it "Procedural Content Generation(PCG)",

Thanks for Sebastian Lague for the explanation, also check him on youtube for more amazing topic about PCG. @ https://www.youtube.com/user/Cercopithecan

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This is great! I wish the edge of the island wasn't always cut off though :/