Hey so, I've been reading everything I can find on how to use the 3d perlin noise to generate overhangs and ridges but I seem to be not on the right track?This is what I got using this method:
Add two perlin octaves together. If they are under 0 I turn them into blocks. If they are over 0 I continue and move on to the next one.
Once the sum is under 0, I add the amplitude to them and then proceed. If they are under the water level I draw a lake/ocean over that certain level.. But
It seems I'm missing something, there are lots of random blocks everywhere and only some attached ridges.
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It used to look like this with my old method:
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What could I doing wrong? Here's my code for creating cubes:
for (byte chunkX = 0; chunkX < xyChunks; chunkX++)
{
for (byte chunkY = 0; chunkY < xyChunks; chunkY++)
{
biomeType = r.Next(0, 5);
for (int xAxis = 0 + (16 * (int)chunkX); xAxis < chunkWidth + (16 * (int)chunkX); xAxis++)
{
for (int yAxis = 0 + (16 * (int)chunkY); yAxis < chunkLength + (16 * (int)chunkY); yAxis++)
{
for (int zAxis = 0; zAxis < 5; zAxis++)
{
//15,10 | 30, 8 | 20, 5 <----- Octave 4/5 combos that are good so far
//float octave1 = PerlinSimplexNoise.noise((xAxis + worldSeed), (yAxis + worldSeed), 1, 0.0001f);
//float octave2 = PerlinSimplexNoise.noise((xAxis + worldSeed), (yAxis + worldSeed), 1, 0.0005f);
//float octave3 = PerlinSimplexNoise.noise((xAxis + worldSeed), (yAxis + worldSeed), 1, 0.005f);
float octave4 = PerlinSimplexNoise.noise((xAxis + worldSeed), (yAxis + worldSeed), zAxis, 0.009f);
float octave5 = PerlinSimplexNoise.noise((xAxis + worldSeed), (yAxis + worldSeed), zAxis, 0.03f);
//float cubeGroundBase = octave1 + octave2 + octave3 + octave4 + octave5;
float cubeGroundBase = octave4 + octave5;
if (cubeGroundBase > 0)
continue;
octave4 *= 20f;
octave5 *= 5f;
cubeGroundBase = octave4 + octave5;
if (67 + cubeGroundBase < 59)
cubeGroundBase = -8;
if ((67 + (int)cubeGroundBase) <= 64) //Check if water
{
int sandLevel = (waterLevel + 3) + (int)cubeGroundBase; //update sand level from base
Sand[chunkX, chunkY].Add(new Vector3(xAxis, sandLevel, yAxis)); //Add to water list
cubeCollision[chunkX, chunkY][xAxis, yAxis].Add(new BoundingBox(new Vector3(xAxis - .5f, sandLevel - .5f, yAxis - .5f)
, new Vector3(xAxis + .5f, sandLevel + .5f, yAxis + .5f))); //add bounding box to list
Water[chunkX, chunkY].Add(new Vector3(xAxis, waterLevel, yAxis)); //Also add to list
}
else //it's grass or dirt
{
int groundLevel = groundBase + (int)cubeGroundBase; //update ground level with base
Grass[chunkX, chunkY].Add(new Vector3(xAxis, groundLevel, yAxis)); //Add grass to list
cubeCollision[chunkX, chunkY][xAxis, yAxis].Add(new BoundingBox(new Vector3(xAxis - .5f, groundLevel - .5f, yAxis - .5f)
, new Vector3(xAxis + .5f, groundLevel + .5f, yAxis + .5f))); //add cubeboundingbox to list
Dirt[chunkX, chunkY].Add(new Vector3(xAxis, groundLevel - 1, yAxis)); //Add grass to list
}
}
}
}
}
}
I'm only doing 5 for the height? I'm not sure if that's even how you would go about doing this?