Not in europe :)
Another way is to tile Simplex 4D fractals, with the different levels generating different scales of detail, then do erosion-by-way-of-flooding due to heightmap/rainshadow calculations.
Heh. I agree, and I'm doing the same thing for my game. As for Perlin noise, check out Simplex noise. It's what Perlin designed AFTER Perlin noise. I use 4D Simplex fractals to create my game world which tiles…
Not in europe :)
Another way is to tile Simplex 4D fractals, with the different levels generating different scales of detail, then do erosion-by-way-of-flooding due to heightmap/rainshadow calculations.
Heh. I agree, and I'm doing the same thing for my game. As for Perlin noise, check out Simplex noise. It's what Perlin designed AFTER Perlin noise. I use 4D Simplex fractals to create my game world which tiles…