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Author Topic: I made a PerlinNoise Action. Here is a minecraft Example.  (Read 5283 times)

Ateam

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

Not a valid vimeo URL
« Last Edit: September 15, 2018, 01:57:12 PM by Ateam »

Fat Pug Studio

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Re: I made a PerlinNoise Action. Here is a minecraft Example.
« Reply #1 on: September 15, 2018, 01:27:55 PM »
No video man, care to give us a proper link?
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Ateam

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Re: I made a PerlinNoise Action. Here is a minecraft Example.
« Reply #2 on: September 15, 2018, 01:56:38 PM »
Ups sorry

Not a valid vimeo URL

EpicMcDude

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Re: I made a PerlinNoise Action. Here is a minecraft Example.
« Reply #3 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.

wetcircuit

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Re: I made a PerlinNoise Action. Here is a minecraft Example.
« Reply #4 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/

EpicMcDude

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Re: I made a PerlinNoise Action. Here is a minecraft Example.
« Reply #5 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.