Fractal Noise | Procedural Generation | Game Development Tutorial

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  • เผยแพร่เมื่อ 23 ก.ย. 2024

ความคิดเห็น • 18

  • @vitaskruibyte8148
    @vitaskruibyte8148 3 ปีที่แล้ว +13

    Thanks for sharing this tutorial with us! Your channel definitely deserves more attention.

    • @SheepYT
      @SheepYT 3 ปีที่แล้ว

      @@WhiteBoxDev Some more fractal procedural generation tutorials would be also really appreciated XD

  • @espress0_1
    @espress0_1 3 ปีที่แล้ว +10

    Im not going to lie bro ur video quality is much higher than your sub count suggests.. you should make more videos they are helping me a lot with learning about different procedural generation techniques

    • @WhiteBoxDev
      @WhiteBoxDev  3 ปีที่แล้ว +3

      Would love to put a lot more effort into the channel, but of course other priorities get in the way. Hopefully soon!

  • @tortenschachtel9498
    @tortenschachtel9498 26 วันที่ผ่านมา +1

    By changing the Lacunarity you _are_ basically zooming in and out every octave except for the first one, since this directly affects the frequency of those octaves. One might say you are zooming in or out on the detail layers.

  • @alexanderabramov2719
    @alexanderabramov2719 ปีที่แล้ว +2

    Great tutorials, I’ll put the notifications on in case you ever decide to come back from that cigarette run

  • @IyuriIGD
    @IyuriIGD 3 ปีที่แล้ว +2

    Thanks man for that info, I was looking for it like a hour! :D

  • @Dent42
    @Dent42 7 หลายเดือนก่อน

    6:17 I thought the point of fractal noise was that it looked "similar", independent of the zoom-level? Is this not the same as 1/f (a.k.a. "pink") noise? (Very informative video, btw!)

  • @cutenoob21354
    @cutenoob21354 3 ปีที่แล้ว +3

    This is gem

  • @gokudomatic
    @gokudomatic ปีที่แล้ว +1

    I find your work very interesting. Thanks for making those videos.
    I'm trying to implement a credible infinite world in Godot. I have already a basis, but I struggle to make real continents and oceans. And there's the topic of lakes and rivers that I didn't even begin to think about. That's why your videos are giving me helpful hints. Extra hints for my specific goal would of course be very welcome, as I'm still a real beginner in procedural worlds.

    • @WhiteBoxDev
      @WhiteBoxDev  ปีที่แล้ว +1

      Good luck with your projects! I suppose the best hint I can give to beginners is that procedural generation is never about just one perfect algorithm or method. A generated world is built with all kinds of algorithms layered on top of each other. The result of each layer can be interpreted by the programmer however they like. It’s all about creative thinking and breaking down the end vision into a series of steps.

    • @gokudomatic
      @gokudomatic ปีที่แล้ว +1

      @@WhiteBoxDev Thanks. Indeed, multiple layers are necessary, even just for creating biomes. What I have in mind for continents was the Voronoi noise and opensimplex on top of that. I'd love to find an article containing the good practices for worldmap generation, though. Advanced math isn't exactly my strong point.

  • @urielcobo-cuisana2316
    @urielcobo-cuisana2316 2 ปีที่แล้ว +3

    thanks man! love this conent! will you keep creating content in your channel?

    • @WhiteBoxDev
      @WhiteBoxDev  2 ปีที่แล้ว +2

      Hi, yes I plan to, but there never seems to be enough time to do everything I want to do. At some point in the future I will upload consistently, but not yet.

  • @flaviopsilva_
    @flaviopsilva_ 3 ปีที่แล้ว +3

    good job!

  • @idirbelaid1924
    @idirbelaid1924 2 ปีที่แล้ว +1

    when you say smash line graphs together, do you mean Lerp ? or addition ? or multiplication ?
    or something else ?

    • @acebinko1
      @acebinko1 2 ปีที่แล้ว +5

      By smashing together, he means to add. That's with the assumption that the line graphs are scaled down respectively.

  • @caelanread3199
    @caelanread3199 2 ปีที่แล้ว +1

    4:48 That made me laugh,