Playmaker Forum

PlayMaker Updates & Downloads => Share New Actions => Topic started by: Ateam on September 15, 2018, 03:48:34 AM

Title: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: Ateam on September 15, 2018, 03:48:34 AM
Here is a minecraft example with the perlin noise action.

Title: Re: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: Fat Pug Studio on September 15, 2018, 01:27:55 PM
No video man, care to give us a proper link?
Title: Re: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: Ateam on September 15, 2018, 01:56:38 PM
Ups sorry

Title: Re: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: EpicMcDude on June 04, 2021, 08:35:33 PM
Interesting indeed, but what would be the use case for this action? I'm still quite new to game dev but this action looks useful, i just don't know for what exactly.
Title: Re: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: wetcircuit on June 05, 2021, 05:59:54 AM
Just tried the action 8) thank you!

... what would be the use case for this action?

in a scene you'd set up a loop to iterate through the X/Z "locations" (doesn't need to be objects in a grid, could get 1 value for a specific location). At each pass through the loop (at the different X/Z) the action returns a normalized value between 0 and 1.

The minecraft-looking terrain scene is (probably) cubes set at a height (Y) multiplied by the Perlin value.

Reasons to use Perlin noise over random numbers is the smooth undulation, and predicatability. Perlin looks organically random but gives consistent values – super-helpful for procedural generation.
More explanation: https://blog.hirnschall.net/perlin-noise/
Title: Re: I made a PerlinNoise Action. Here is a minecraft Example.
Post by: EpicMcDude on June 06, 2021, 01:25:05 PM
Just tried the action 8) thank you!

... what would be the use case for this action?

in a scene you'd set up a loop to iterate through the X/Z "locations" (doesn't need to be objects in a grid, could get 1 value for a specific location). At each pass through the loop (at the different X/Z) the action returns a normalized value between 0 and 1.

The minecraft-looking terrain scene is (probably) cubes set at a height (Y) multiplied by the Perlin value.

Reasons to use Perlin noise over random numbers is the smooth undulation, and predicatability. Perlin looks organically random but gives consistent values – super-helpful for procedural generation.
More explanation: https://blog.hirnschall.net/perlin-noise/

Oh that is awesome, thank you for the explanation and the link.