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How Procedurally Generated Terrain Works

Duration: 06:24Views: 126.9KLikes: 4.4KDate Created: Sep, 2016

Channel: TheHappieCat

Category: Science & Technology

Tags: thehappiecatperlin noisequickprocedural generationbrownian motionhappy cathappie catno man's skythehappycatsimpleexplanationhappiecatgame devhow-tofractaltutorialmathterrainguide

Description: Today we cover how we can use Perlin noise to generate terrain and why this technique is really well-suited for a giant game like No Man's Sky. No matter what people think of the quality of the game, or the marketing, or whatever, I hope the buzz can at least motivate everyone to think "Hmm, I could do ___ better than that!" and continue pursuing procedural storytelling and world creation in games. And perhaps this video could be a starting point :) I was going to do a coding example, but Red Blob Games does it much better: redblobgames.com/maps/terrain-from-noise The AI challenge is also extended for another month! If this is the future and you've missed it, there's a new theme every few months so feel free to submit for whatever's currently going! Find the challenge and ask questions here: reddit.com/r/TheHappieMakers My second channel! youtube.com/c/TheHappierCat2 Follow me on Twitter: twitter.com/TheHappieCat Or Facebook: facebook.com/TheHappieCat Or Twitch: twitch.tv/happiecat

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