We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Simplex noise is computationally simpler and produces good results. See here: https://www.bit-101.com/blog/2021/07/perlin-vs-simplex/
There seems to be a good implementation here: https://github.com/SRombauts/SimplexNoise
Maybe something to consider to speed up map gen.
The text was updated successfully, but these errors were encountered:
If at all, then it must be an addition, not a replacement, unless you don't mind breaking mapgen continuity for basically all worlds ever created.
Sorry, something went wrong.
Are we even using proper perlin noise in the first place?
No. It's the simpler value noise, that is more prone to generate grid patterns. C.f., #15775
No branches or pull requests
Simplex noise is computationally simpler and produces good results. See here:
https://www.bit-101.com/blog/2021/07/perlin-vs-simplex/
There seems to be a good implementation here:
https://github.com/SRombauts/SimplexNoise
Maybe something to consider to speed up map gen.
The text was updated successfully, but these errors were encountered: