Whoooo! Turns out that I needed to completely rethink (i.e. redo) the noise that I did; turns out that only a special type of noise can be tiled in order to create what I seek.
4D Simplex Noise! Turns out that Perlin noise has a much higher computational complexity (2^n?!?!) at higher dimensions compared to Simplex (n^2). By skewing the coordinates (4 of them!), finding the specific simplex (a sequence of mutually orthogonal edges), and hashed in a pseudo-random gradient direction.
Did that sound ridiculously complex? Yes, yes it was.
But now we have noise that can be tiled (using the power of two circles orthogonal in 4D space):
Man, don't that just look simple. It tiles, so that's important; I'll be working on seeing if I can use turbulence or something to get it looking more natural.
As for capstone, we've got more pretty things integrated in! The podiums needed a bit of work, including a set of pieces that get moved by gravity in the podium without actually falling to the ground and bridges spawning in the correct place, but it all ended up alright! We also have a new platform that required fortunately little material work.
Let's get that simplex noise less simple!
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