One useful thing that came out of the enormous flood of people making video game dev series on KZbin. Eventually, over repetitions, you're going to find THAT ONE EXPLANATION that actually makes sense to you and finally grok basically any concept >> Thank you mate for making this video, I finally grokked how perlin noise works at the core.
@InCognite2 жыл бұрын
me too!
@InfoIsHere7 ай бұрын
no wonder this comment is on top! so Relatable
@InfoIsHere7 ай бұрын
Thats why i love game dev
@tastygold2 жыл бұрын
THE BEST RESOURCE ON PERLIN NOISE IVE EVER FOUND. I FINALLY **ACTUALLY** UNDERSTAND IT
@Alchimystic2 ай бұрын
The best and most complete explanation of Perlin Noise in the context of Procedural Generation. Only here i could see how this articulates with a pRNG. Looking at the Perlin (or Simplex) Noise source code i was not seeing nothing random about it, but now i get it
@4.0.42 жыл бұрын
This video was SUPER well explained, and to my surprise you're not a huge channel I just didn't know about, so congrats! The editing and pacing was great - easier to follow than 3b1b even!
@KohuGaly2 жыл бұрын
Perhaps the only thing to point out here is that using a random number (sequence) generator is a rather bad idea for infinite worlds. A more common approach is to use hash function. The main property of hash function is that even a small change to an input produces unpredictable (chaotic) change to the output. In your case, the input would be a triplet of x and y coordinates and the seed. Advantages of hash functions over RNG: - outputs can be produced in arbitrary order (RNGs are limited to producing a sequence in order) - it's easier to implement a hash function with good statistical properties for any input and seed (it's nightmare to do so for RNG). - they can be much faster than RNGs (statistically decent hash function can be just a few arithmetic operations) Disdvantages of hash functions over RNG: - literally none (that you'd care about in procedural generation)
@Kronos_LordofTitans2 жыл бұрын
Plus it would make changing between numbers and strings as the input a lot easier, just treat both as a string and use the hash function for it.
@kylebowles98202 жыл бұрын
Check out low discrepancy sequences, the paper on R2 sequence captured my imagination. It gives you dials to control the noise and ensure it's well distributed over finite samples but still uniform globally. Perfect for anything from song shuffling to integral estimation in path tracing. The implementation is as fast as the cheapest hash function, it just uses magic numbers and modulo arithmetic.
@soveu82372 жыл бұрын
It depends, a pretty good pseudo-RNG can take just 10-20 cycles to generate a number and for example PCG is just 15 lines of code if I remember correctly.
@net285732 жыл бұрын
"Terraria 2 idea" -Red probably
@nonchip2 жыл бұрын
speaking of things to point out about practical implementation: a lot of games/etc use other noise functions (like OpenSimplex Noise etc) than perlin, because the latter is still under patent protection and nobody wants to deal with "do i need to buy a license for this piece of math and if so, where". not that it's being enforced or anything really, but technically your lawyers might sleep better at night if your new billion dollar hit game doesn't use perlin :P
@Hawk78862 жыл бұрын
The 3d slice of 4d perlin noise was really awesome. What a totally bonkers concept to try to grasp.
@TheTaylorSeries2 жыл бұрын
There's a 4D minecraft out there if you wanna really have your mind blown. :)
@Theeoldmann Жыл бұрын
This was masterfully done and help patch in some of the holes I had in understand perlin noise. Thank you, well done, and the KZbin algorithm suggested your channel & videos earlier.
@danielfernandes10102 жыл бұрын
Thank you! I've long been curious about perlin noise, this was a great explanation!
@BGBTech2 жыл бұрын
I had written a few Minecraft style engines before, but I did a few things a little differently for the noise functions (for the recent ones): For cases where one needs to map an X/Y coordinate to a linear number, Morton-Order is reasonably simple and effective. For the noise functions, I had typically used a hash value of the Morton-Order coordinates XOR'ed with a seed value (with each noise function having a seed generated from a "master seed" via a PRNG), then multiply by a large prime number and doing a right shift (so that one only has the high order bits). I usually didn't bother with dot products or blending multiple gradient maps or similar, rather generating random numbers at each grid point directly (via said hashing). Using angles and multiple sets of dot products and similar seems needlessly computationally expensive (also implies using floating point math rather than integers). I typically still used the LERP and S-curve mapping and similar though, along with blending multiple levels for the final result, ... Usually these would be done using fixed-point (integer) arithmetic. For 3D noise, the algorithm is similar, but differs mostly in that 4 inputs are needed (because 3-input Morton doesn't really work so well), so a 4th axis can be faked (generally by shifting and XOR'ing the the high bits X/Y axes or similar). Likewise, by bit-masking the axes, the functions can be made modular (useful for avoiding a seam in torus mapped worlds and similar). Exact arithmetic may need fiddling to get good looking results. Say, adding values rather than xor'ing them may result in repeating patterns along a diagonal axis. But, sometimes adding ot subtracting things may also have useful properties. Usually better to stay well away from divide or modulo though because these operators are rather slow. In this case, the end result of this can look pretty similar to Perlin Noise. It is also easily repeatable, and will always give the same values for the same input coordinates.
@TheTaylorSeries2 жыл бұрын
That's interesting -- I'm looking up Morton-Order now. And yeah, it sounds like you used value noise as the core, and then added on other sources of noise, which makes perfect sense. Thank you for the thoughtful breakdown!
@cubeofcheese55742 жыл бұрын
I haven’t watched your channel before but I found the style of this video to be quite nice
@TheTaylorSeries2 жыл бұрын
Thanks. :)
@perrer54342 жыл бұрын
Insane quality, instantly subbed. Loved the video and all the animations
@GracodanaAlpha2 жыл бұрын
Incredibly well produced video. Really engaging, interesting, and surprisingly funny too
@TheTaylorSeries2 жыл бұрын
Thank you. :)
@Schoko4craft2 жыл бұрын
I hope more game related math is part of your channel in the future :)
@zsolezk11 ай бұрын
I am trying to wrap my head around procedural generation for game production purposes and this was very helpful! Thank you!
@logicalfundy2 жыл бұрын
Computer Science stuff isn't quite what I expected from The Taylor Series - but that's fine. Also noticed that I missed some videos, the KZbin algorithm hasn't really been recommending them to me? But then again, the KZbin algorithm has never really been nice to having months between videos.
@TheTaylorSeries2 жыл бұрын
Yeah, the algorithm isn't usually very kind to me. Not sure why. :/
@AloisMahdal2 жыл бұрын
@@TheTaylorSeries Have you been consistent with the rituals? What about sacrifices? I'm sure there's a perfectly unreasonable explanation!
@TheTaylorSeries2 жыл бұрын
@@AloisMahdal No matter how many calculators I put on the altar, it never seems to be enough. :(
@bojangles52322 жыл бұрын
Then just subscribe
@_Cfocus2 жыл бұрын
@@TheTaylorSeries it doesnt favor beneficial channels most of the time, it favors wasting time content
@norielsylvire40972 жыл бұрын
Thank you for making these videos!!! I am making mods for minetest and up until today I was just plopping random values into the lacunarity and persistence values and see what would come out, but now I can finally see what they do. It's really intuitive now to imagine the result. Thank you!!! Edit: I just made a prototype that generates worlds with biomes like in Factorio or Minecraft, and another one that generates different types of stars in an empty universe
@TheTaylorSeries2 жыл бұрын
Awesome! Would love to see it
@seanmcgrady8688Ай бұрын
This is such an incredible explanation. 10/10
@asailijhijr2 жыл бұрын
I know that Factorio _does_ use Perlin Noise, at least for its water/land map. I remember reading the term in a dev notes at some point.
@TheTaylorSeries2 жыл бұрын
Oh good! I feel like that I read it too in one of the FFFs, but when I went to read 'em, I couldn't find it.
@George702202 жыл бұрын
this is one of the best educational videos I've ever seen
@TheTaylorSeries2 жыл бұрын
Thank you. :)
@trinix062 жыл бұрын
Wow, this actually explains it in a surprisingly simple, easy to digest way. I know there's a lot more that goes into Perlin Noise and its many modifications then what was in this video, but it still helped me understand the basics REALLY well. Thank you so much for this!
@morgan0 Жыл бұрын
7:24 in an open world game you wouldn’t use a serial generator, taking some continuous line of bits to make each chunk, you would instead combine the seed and coordinates in some way with whatever function, maybe over multiple calls of the function, whatever. that way you could teleport out 1000 chunks and could just generate what you needed instead of needing to run the prng millions of times
@phy6geniuxYTcreations2 жыл бұрын
You have earned a new subscriber by just mentioning Minecraft, Terraria, and my all time favorite: Factorio!
@TheTaylorSeries2 жыл бұрын
The factory must grow!
@naimneman42162 жыл бұрын
thanks for making this video! I really enjoyed seeing the mathematical topics applied to computer science and games in general, I'm currently studying computer science so if you could keep going in this direction I would love to see more of your content.
@TheTaylorSeries2 жыл бұрын
I will definitely keep that in mind :)
@naimneman42162 жыл бұрын
@@TheTaylorSeries oh man thank you so much!!! Just don't push you very hard with the monthly update
@abdallahshuaibu26412 жыл бұрын
Absolutely phenomenal explanation. I’ve been looking for an explanation on how maps were procedurally generated and this explained it perfectly. Just subbed. Would be nice seeing more game related videos on the channel
@whynotanyting2 жыл бұрын
Thank you for going into the math. Too many videos go into the concepts and showing pretty pictures without actually giving any _seeds_ (hehe) of ideas on how to implement them.
@Napolegnom2 жыл бұрын
Referencing Daytime EoL in an entertaining video about mathematics is the exact type of content I crave.
@TheTaylorSeries2 жыл бұрын
You are the first to catch that :)
@tutumassola2 жыл бұрын
came here from 3b1b and loved the vid! math well explained never fails to make me remember why i chose this graduation🖤 thanks for that
@souleternum173210 ай бұрын
Yeah, I was wondering why Terraria didn't have any coal in it... guess it's because every bit of it was shoveled into Red's Christmas stocking because of that daytime Empress fight.
@reinerbraun99952 жыл бұрын
Your way of explaining things are very special
@vissengek2 жыл бұрын
13:49 it's always nice to find an ore deposit of hope
@TheTaylorSeries2 жыл бұрын
Hope rocks, after all. :)
@Csavenables5 ай бұрын
I made a very loud 'HA!' when I read this 😂
@logicalfundy2 жыл бұрын
7:00 - This is unlikely what the largest procedurally generated worlds do, such as No Man's Sky or Minecraft. If you keep expanding what you generate as the player gets further from the center in the way described, you get exponential growth, which is impractical. There are a couple of approaches I can think of to avoid this: The first is to combine a coordinate system and the world seed with a hash function - in order to generate a sub-seed for each area encountered which is used for the procedural generation, or Generate VERY coarse octaves for the entire world / universe, then divide that up into chunks. In the chunk where the player is at, sub-divide that area into smaller chunks. This process can be hierarchical and be done a few times until the desired amount of detail is reached.
@TheTaylorSeries2 жыл бұрын
You are quite right. :)
@Merthalophor2 жыл бұрын
no exponential, still polynomial, otherwise agree.
@SimplexonYt4 ай бұрын
why are you using this function for smoothstep at 12:00 ? i normally just use 3x^2-2x^3 it looks almost the same but it is way faster to compute.
@DilkielGaming2 жыл бұрын
Great video, your channel deserves more recognition.
@Merthalophor2 жыл бұрын
very nice! it would be interesting to hear about why perlin noise is special... i see it everywhere, which probably means that it has some nice fundamental properties
@TheTaylorSeries2 жыл бұрын
It's true! Though, I have noticed that a lot of people use Simplex noise -- another Ken Perlin generator -- which has similar properties as well.
@DreadKyller2 жыл бұрын
@@TheTaylorSeries The simplex noise is in basically all respects an improved Perlin noise, there are a few cases where conventional Perlin noise can be beneficial over it, but for the majority of cases Simplex noise is better, it's faster to generate, especially in higher dimensions, and doesn't suffer from many axis specific issues that Perlin noise often does (If you look closely you'll find most Perlin noise functions, (due in part to the smoothing between layers) tend to follow generally 45 degree angles, simplex noise doesn't have this issue. The problem is that Ken Perlin's specific simplex noise algorithm is currently licensed or something, but there is an implementation called OpenSimplexNoise that is widely used.
@TheTaylorSeries2 жыл бұрын
@@DreadKyller It's true! -- except, I thought that license expired in Feb of this year? I remember that being a thing. Might be wrong tho.
@DreadKyller2 жыл бұрын
@@TheTaylorSeries If that's true that's awesome, I never really looked into it lately as I just default to OSN anyways, but that's good to hear if so.
@SenkJu2 жыл бұрын
This video doesn't have the views it deserves. Incredibly high quality content.
@TheTaylorSeries2 жыл бұрын
Thank you :)
@AuraAcorn2 жыл бұрын
This guy's explanation is so professional and in depth yet easy to understand, I'm surprised he only has as few subscribers as he does. Loved the video, keep up the great work!
@chadyonfire7878 Жыл бұрын
amazing thank u so muchy , hope to see more computer graphics math related content from u , keep up the great work
@bettercalldelta2 жыл бұрын
This video was actually surprisingly useful for making procedural generation for a "game" I'm working on. Thank you
@norielsylvire40972 жыл бұрын
I loved this video, thank you! It was very relaxing and informative in this format. Although I would attribute that more to your voice and video style than the absence of your face.
@TheTaylorSeries2 жыл бұрын
Noted! :)
@Greviouss2 жыл бұрын
I will now be adding a resource of type "Hopium" courtesy of the laugh i got @13:50
@TheTaylorSeries2 жыл бұрын
Outstanding :) :) :)
@sB3rg2 жыл бұрын
This is highly polished! Amazing work! Respect.
@gragogflying-anvil36052 жыл бұрын
That was a very good explanation. I feel like I could implementation it in code. That might be a fun task for the weekend.
@TheTaylorSeries2 жыл бұрын
Awesome!
@logicalfundy2 жыл бұрын
Finished watching - great video! You did explain it well :).
@brunojuarez582510 ай бұрын
I don't know if anyone will be able to help me but I am a bit confused about the lerping part 11:15 since i noticed that the end of the red line segments always aligns with the start of the next yellow segments but I don't understand why they seem to align perfectly
@wikalashnikov2 жыл бұрын
Great video! I'd love more explanations like this! Subbed ♡
@michaelwesten46242 жыл бұрын
university flashbacks are coming back... make them stop, make the voices go away. no more vectors
@whitepolpot2 жыл бұрын
you've rekindled my interest in maths and algorithms, thanks
@stephaneduhamel77062 жыл бұрын
Another faster algorithm often used is simple value noise, where a single value is given to each vertex, and this value is lerped for all the intermediary points. It's not as good as gradient noises, because you can still see the structure of the grid easily, but when it is used for fractal noise, it becomes harder to tell the difference. Also for higher dimensions, using another varient of gradient noise called "simplex noise" becomes much more efficient than both perlin noise and value noise, because it uses the lowest amount of vertices per cell possible, which means less "maps" to blend together.
@TheTaylorSeries2 жыл бұрын
Yeah, I've been reading about the simplex noise algorithm :) Considering doing a video on it too.
@bengoodwin21412 жыл бұрын
The "Lerped surface line" before the thing where you ease between points looks almost exactly like what the surface shape of terraria worlds look like, before structures get added in. There's also a larger scale randomization of the altitude applied in addition to that.
@TheTaylorSeries2 жыл бұрын
Innnnteresting. I do need to peek in on that at some point.
@bengoodwin21412 жыл бұрын
@@TheTaylorSeries There is a mod called World gen Preview or something like that, it shows the map as it is being made, and you can pause it at different steps. That might help you see how it works
@RaphpowerSGSUModding2 жыл бұрын
Perlin noise is a gift. Perlin noise my beloved.
@jackjack33582 жыл бұрын
Great video! I would expect you to give Minecraft's cave generation as 3D Perlin Noise example but well, I guess it's clear for everyone from the video
@TheTaylorSeries2 жыл бұрын
Yeah, I had to let people connect the dots on that one. :)
@xGOKOPx2 жыл бұрын
I think Minecraft's cave generation is slightly more complicated than that. Notice that it often produces long caves kind of like snakes. Perlin noise alone wouldn't give you that
@nativeantarctican33252 жыл бұрын
Great video! I’m curious, what editing software do you use, also how do you create your animations? Thank you in advance :)
@TheTaylorSeries2 жыл бұрын
Hey thanks. :) So, I used Blender -- in particular, geometry nodes -- to make the Perlin Noise graphics. Then, after exporting the frames, I sequenced them in Premiere Pro and applied the animated text in After Effects. :)
@rmbf572 жыл бұрын
Absolutely incredible animations. ☠️📈
@TheTaylorSeries2 жыл бұрын
Thanks! I'm working on a random follow up video on how to do some of it in Blender. :)
@blackapex12792 жыл бұрын
what a great video, can't believe it only has 25k views because it deserves way more
@H2COable Жыл бұрын
Hello! A while back, I stumbled upon an intriguing video where the creator analyzed the speakers' usage of filler words, I think the creator was in a conference and decided to count the frequency of these words. They applied mathematical techniques to the frequency of these words and concluded that it followed a Poisson distribution. I recall that Grant had some commentary on this. Does anyone happen to know which video I'm talking about?
@b0nce2 жыл бұрын
You can also use just some noise + gaussian smoothing Or, similarly, noise + FFT + dropping high frequencies + IFFT
@post-humanentity82064 ай бұрын
0:42 proppably the funiest gag you've seen this month
@johnchessant30122 жыл бұрын
great video!
@acrilly2 жыл бұрын
hats off. amazing explanation.
@Vfulncchl2 жыл бұрын
Really well done video!!
@realtimberstalker2 жыл бұрын
The generating in a spiral part is not actually necessary. Heres what you would do. Basically every corner is always in the same spot, so we can give each one its own rng with a seed of its own position. Then we can just find which are the four corners of the point we are trying to find and then compute it. Because each corner has the same seed every time it runs, it will be consistent no matter how many times it is run. Now, there is a small issue here. Its too consistent. Every time you run the function it will be exactly the same, so in order to have different values, you use a random positional offset. Basically you’re looking at a different section of the randomness.
@TheTaylorSeries2 жыл бұрын
Oooh, interesting. :)
@kolsark2 жыл бұрын
Loved the explanations, thx mate !
@SpectralCollective2 жыл бұрын
Great stuff!
@mrbenjiboy95272 жыл бұрын
I have always wondered how perlin noise was generated
@carrotmaster85212 жыл бұрын
Great video! now i know what the values im changing on the shader graph mean haha!
@deffdefying48032 жыл бұрын
Therapist: Rubber Yoda isn't real, he can't hurt you Rubber Yoda: 2:22
@TheTaylorSeries2 жыл бұрын
Him and Garak, they're ... they're out there ....
@kozmobotgames2 жыл бұрын
I like this kind of videos. I also have a channel that makes games. I started with Blender tutorials, but now I will make some Unity tutorials.
@TheTaylorSeries2 жыл бұрын
Excellent!
@kozmobotgames2 жыл бұрын
@@TheTaylorSeries the latest video I made is a tutorial for 3D platformer.
@RonDLite2 жыл бұрын
I made a tower defense game called Toweron with 45+ levels, all levels are just based on a specific random seed for that level that will make the procedural generation predictable. Result under 1kb total for all levels
@pr0xy6637 ай бұрын
Great video!
@elliejohnson27862 жыл бұрын
This is extremely interesting. I've always wondered what the difference between gaussian noise and perlin noise are in programs like Substance Designer/Painter. Have you done a video on gaussian blur or other generic types of noise yet? I'd love to watch those. Also, super glad they taught us vectors and dot products in high school, I can actually follow the theory behind stuff like this and things like normal maps and surface normals.
@TheTaylorSeries2 жыл бұрын
So, Gaussian noise is, as I'm to understand it, more of a variant of White Noise. If you imagine the distribution of values between 0 and 1, in White Noise, the probability of each value is flat -- but in Gaussian noise, the probability of each value is a gaussian curve. :) I haven't talked about it yet; I think the next one I'm going to do is Simplex noise. But! That seems like one that would be good to go into. I
@Veptis2 жыл бұрын
So how do I make my noise seemless/cyclical ans how can I animate through the noise while keeping it tillable?
@TheTaylorSeries2 жыл бұрын
Well, hopefully the lerp/smooth stepping would make it seamless. To make it cyclical, you would have to have some mechanism to simply repeat, along the edges of your world map, the direction of the influence vectors. Or, as one commenter mentioned (which means I haven't tried it but think it's an extremely clever idea), you could create 3D perlin noise, intersect it with a cylinder, and then map from the cylinder to the terrain. That would get you just one axis of repitition tho. Maybe do that two times -- one for x and one for y -- and average between them? :) Sorry this wasn't a super well thought out answer; I haven't tried this. But I hope that helps!
@mariatakayama8 ай бұрын
why choose 6x^5-15x^4+10x^3? Are there more?
@uli96432 жыл бұрын
I don't understand why the vector method and all the associated smoothing is necessary to generate the result shown. Sure, once you have the reproducible pseudo-random field of numbers (or vectors) from RNG or hash, there are countless methods to interpolate a much finer and continuously differentiable pixel mesh over these points ... the presented vector method, shape functions (known from FEM), etc. But in my opinion, the easiest way would be to use a simple linear interpolation with a downstream moving average filter or a cubic interpolation. I have tried it, the result looks qualitatively the same and the method seems to me mathematically much simpler. What is the advantage of the vector method?
@TheTaylorSeries2 жыл бұрын
I don't know much about comparative methods. I do know that Simplex noise (I'm considering it for my next vid :) ) has some sort of advantage over Perlin Noise, but beyond that -- it depends on the look you're going for. So, if you can get something you can use and tune to get the result you want, go for it. :)
@Sollace2 жыл бұрын
2:22 Smooth Yoda does not exist, it cannot hurt you. Smooth Yoda:
@TheTaylorSeries2 жыл бұрын
Him and Smooth Garak, they haunt my dreams.
@gaelonhays17122 жыл бұрын
Came here from 3B1B, and admittedly have only enough knowledge and brainspace to roughly understand the process and find it cool, as with most things. Nevertheless, it's an amazing video, and I've wondered how Terraria does its worlds forever. By the way, at 14:40, was that crystal thing a sentry? What's it called?
@TheTaylorSeries2 жыл бұрын
Glad you liked it! :) And hahaha, I had to look it up cuz I had forgotten; it is a sentry, as you say. The item is the Rainbow Crystal Staff, dropped by the Moon Lord. :)
@gaelonhays17122 жыл бұрын
@@TheTaylorSeries Ah. I've wondered what that does, but never gotten it.
@aspielm7592 жыл бұрын
11:20 oh so that's how lerping works. I always assumed they'd just take all 4 maps add them together and then divide by 4
@floppa75342 жыл бұрын
hey man im using this for a maths project is there any way in which i can give credits in a formal way? (APA style) can I even use this info?
@TheTaylorSeries2 жыл бұрын
Sure! I'm Derrick Taylor, the publishing date was August 15th 2022, and the channel name is The Taylor Series. Here's a link to make a citation with it: www.scribbr.com/apa-examples/youtube/ Thanks, and I really hope it helps with your project! What is it, by the by?
@linguini83312 жыл бұрын
I'm surprised I understood something from this, still in an abstract kind of way since I don't code and know nothing lol, still nice.
@vansh26372 жыл бұрын
Amazing Vid!!
@CHKNSkratch2 жыл бұрын
I'm not an expert nor do I know much about this but I think terraria might use perlin noise to determine what is a block and what is air, and then some type of cell noise to determine ore patches and whatnot.
@TheTaylorSeries2 жыл бұрын
I could definitely believe that. Someday, I wanna make a chaotic world spawning mod for it. :)
@lemickeyjames2 жыл бұрын
Interesting video! subbed
@WIASUOM5 ай бұрын
2:24 i literally LMAO to this picture 🤣👌
@zmike98312 жыл бұрын
i feel some of this could be explained a little clearer, first time i learned about the lerp function i used it 1 or 2 times and had it down.
@graysoncroom2 жыл бұрын
great video, thanks!
@kylebowles98202 жыл бұрын
If you're into procedural generation and haven't found the Demo Scene (computer graphics) you're in for a big treat!!! (Also look up FBM noise) 11:25 You don't get curves ever from linear interpolation. I think your code was written (if at all) without the knowledge that it does linear interpolation on the driver level unless you use certain functions; you did bilinear interpolation without knowing it. That would explain the horizontal stripes as well.
@TheTaylorSeries2 жыл бұрын
The "code" in this case is ... Geometry Nodes in Blender. I'm actually working on a video for it very soon. :)
@zibinaht2 жыл бұрын
awesome video
@LeReubzRic2 жыл бұрын
I used perlin noise in GIMP to make an ARG-style photo
@LMR__12 жыл бұрын
I heard somewhere that Minecraft uses a value of 1 and 2 decibel to determine the high and low points of a world, though i don't recall if that's fact or not.
@TheTaylorSeries2 жыл бұрын
There's actually a super good video on how minecraft does it exactly! I wish I could find the link, but it's on KZbin ... somewhere. :)
@LMR__12 жыл бұрын
@@TheTaylorSeries yeah I believe it was an antvenom video, he usually goes in to the nitty gritty on how Minecraft works.
@cluelessblueberries2 жыл бұрын
This is amazing Thank you very much
@HamguyBacon2 жыл бұрын
Why not allow the vectors to understand what its location and orientation is on all 4 neighboring sides and smoothly connect to it. You can add a looseness factor on how stiff or random the orientation can be.
@TheTaylorSeries2 жыл бұрын
Sure! Sounds like that'd work to.
@Dent4210 ай бұрын
11:00 You talk about lerping, which is linear interpolation, but then you demonstrate bilinear interpolation 12:00 "Smootherstep" is not smoother than smoothstep except that it has more continuous derivatives. Smoothstep is quick and cheap, EaseInOutSine is smoother but slower (unless you use LUTs), and EaseInOutExp is "infinitely smooth", insofar as all of its derivatives are continuous.
@joeedh2 жыл бұрын
Btw, we usually don't use the word "lerp" outside of code. It's just linear interpolation.
@joeedh2 жыл бұрын
And of course smooth step is not linear. It's fitting a polynomial with zeroed out derivatives; the common form has the first derivative zeroed, but you can derive forms with higher derivatives zero too.
@DrRawr762 жыл бұрын
Omg smooth Yoda made me laugh!
@SP-ny1fk2 жыл бұрын
Random decisions that still appear to be human decisions kind of sums up the human experience
@TheTaylorSeries2 жыл бұрын
It really does tho.
@felixconrad92482 жыл бұрын
Great, period.
@DaCubeKing2 жыл бұрын
Here’s a talk from one of the Minecraft developers about how they implemented terrain generation: kzbin.info/www/bejne/pZOWh6qPaa-ssKc
@TheTaylorSeries2 жыл бұрын
Oh wow. I'll watch that in a bit :)
@DaCubeKing2 жыл бұрын
@@TheTaylorSeries yeah it’s great. He’s the guy that redid the terrain generation for the 1.18 update.
@quasicode69542 жыл бұрын
amazing!
@RealILOVEPIE2 жыл бұрын
Perlin noise was developed for the Disney movie Tron.
@lacryman55412 жыл бұрын
So you can generate a periodic world if you pick up the numbers for each corner in a random number but with a periodicity. Then you can use such a world generation to make a donut world: flat, finite, but with no border.
@TheTaylorSeries2 жыл бұрын
Yes! There are probably some really cool game design ideas tucked away inside of your insight.
@xGOKOPx2 жыл бұрын
It would likely be more practical to somehow map the edges to each other; keeping track of stuff happening on the map would probably be more complicated
@VextexFux2 жыл бұрын
If you use 3D Perlin Noise and make your 2D map a cylinder in 3D, you can repeat the end of your map left and right