PERLIN NOISE in Unity - Procedural Generation Tutorial

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  • เผยแพร่เมื่อ 17 ม.ค. 2025

ความคิดเห็น • 259

  • @Brackeys
    @Brackeys  7 ปีที่แล้ว +117

    Hey everyone! Hope you like the video :)
    This video is very introductory and doesn't go in depth with stuff like how perlin noise is generated or how it can be layered (in octaves) to give more interesting results. If you want to learn more about this sort of stuff I suggest you check out Sebastian Lague and Catlike Coding. They both have some great resources on this! There is a link in the description for that :)
    Stay awesome!

    • @basabbink2145
      @basabbink2145 7 ปีที่แล้ว +2

      Can you please make a tutorial about how to save options in a options menu, or how to save something in general

    • @committedcoder3352
      @committedcoder3352 7 ปีที่แล้ว

      Can you make a 2d battleship tutorial series

    • @phillipfrost2699
      @phillipfrost2699 7 ปีที่แล้ว

      Brackeys are these scripts still in c#?
      Can i use mono develop?

    • @rafaeltab
      @rafaeltab 7 ปีที่แล้ว

      @Brackeys can you do a tutorial on worley noise? And maybe more noise types. I want to create more advanced terrain using more noise types and also want to create more advanced/cool textures

    • @numero7mojeangering
      @numero7mojeangering 7 ปีที่แล้ว

      why i always dont understand what you saying....
      for me CS is really hard to understand and i dont know why?? because i dont have probleme with javascript

  • @gamedevbaiyi936
    @gamedevbaiyi936 2 ปีที่แล้ว +16

    Thank you Brackeys !!! Even though it's a long time since you poseted your last video. The channel still help me consistently. Best luck for you. Whatever now you're dealing with, you get our best hope.

  • @MaeveFirstborn
    @MaeveFirstborn 7 ปีที่แล้ว +9

    You've got no idea how amazing these videos are.

  • @xannydoesstuff
    @xannydoesstuff 7 ปีที่แล้ว +51

    Brackeys!! You're awesome dude!
    I LOVE your content!
    Thanks to you I've become a game developer!

    • @Brackeys
      @Brackeys  7 ปีที่แล้ว +15

      That's awesome man! Glad I could help :D

  • @veno501
    @veno501 7 ปีที่แล้ว +49

    Brackeys, my boi did it again! *Our voices are heard!* I salute you!
    Some people me including wanted this, feelsgoodman when it appears on my feed! Love the recent standalone tuts for deeper understanding of Unity3d.

    • @axolotl2959
      @axolotl2959 3 ปีที่แล้ว

      Cool profile picture.

  • @monishvyas2749
    @monishvyas2749 7 ปีที่แล้ว +1

    I take this moment to thank to Asbjørn Thirslund for all of his videos. I learnt unity by watching your videos. I have been following you since "Make a game series", but I never actually shown my gratitude to you. So A biggg thank you to you for all your tutorials whether it be a small one or a complete series. Thanks to you I myself and many like me are game developers.

  • @paytondugas8760
    @paytondugas8760 5 ปีที่แล้ว +1

    Dude, you're killing it! Literally every time I look something up with the word "Unity" in it one of your epic videos comes up. Keep up the hard work!

  • @marumisu9560
    @marumisu9560 4 ปีที่แล้ว +113

    I wish I had a group of Scandinavian friends to make a game with.

    • @Funnypoison671
      @Funnypoison671 4 ปีที่แล้ว

      I do to but in the au

    • @stevenmorgan3869
      @stevenmorgan3869 4 ปีที่แล้ว +1

      Same but in the us

    • @gruuve
      @gruuve 4 ปีที่แล้ว

      I am from Norway but I just started learning programming and don't know how 2 make my own games yet

    • @jesper9622
      @jesper9622 4 ปีที่แล้ว

      @@Coffianto Minecraft, Battlefield, Teardown and candy crush is made in sweden. And im from sweden and im making my own game.

    • @latefid
      @latefid 3 ปีที่แล้ว

      @@jesper9622 and Dani is from norway

  • @xxDeath99Starxx
    @xxDeath99Starxx 7 ปีที่แล้ว +6

    Nice. I look forward to the tutorial on procedural terrain generation. Thanks for this.

  • @PROJECTJoza100
    @PROJECTJoza100 6 ปีที่แล้ว +57

    3:06 he pasted"for the"?

    • @galaxyguy4247
      @galaxyguy4247 4 ปีที่แล้ว +2

      3:05

    • @andressweeney-rios5932
      @andressweeney-rios5932 4 ปีที่แล้ว +14

      Probably a jump cut?

    • @thedude4039
      @thedude4039 3 ปีที่แล้ว

      Wow, I think he did that on purpose so it would line up with what he's saying.

  • @Adrien13Sanctioned
    @Adrien13Sanctioned 3 ปีที่แล้ว +1

    Thank you!!! This was all I needed to get my procedural world generation working for my game, this was the only thing I was having difficulty figuring out, thanks! :D

  • @blazeminer8197
    @blazeminer8197 7 ปีที่แล้ว +1

    Wow i am so amazed at how professional your tutorials are let me just say thanks, thank you for these tutorials u go and make these for us and they are amazing i am truly thankfull

  • @rambozo_fpv176
    @rambozo_fpv176 4 ปีที่แล้ว +2

    Brackeys never disappoints.

  • @andersonmacedo99
    @andersonmacedo99 4 ปีที่แล้ว +2

    I miss you brackeys 💔

  • @maldoran9150
    @maldoran9150 7 ปีที่แล้ว

    really high quality content! Found your channel today and already watched A LOT. thank you!

  • @tjkerman9443
    @tjkerman9443 7 ปีที่แล้ว +3

    Instead of putting the generation into the update method, you could just put it into the OnDrawGizmos(). It then allows you to change the parameter. To reduce the calculation amount, you could add a dirty flag with setter on each parameter and only then reproduce a new noise texture.

  • @kristianthaler6525
    @kristianthaler6525 3 ปีที่แล้ว

    I hope you are still reading comments on this channel because I need to tell you how awesome you are.

  • @blitzinbeats2643
    @blitzinbeats2643 7 ปีที่แล้ว +2

    Great video, been waiting for this for a long time

  • @arthurmartirosyan244
    @arthurmartirosyan244 4 ปีที่แล้ว +7

    Script:
    public int width = 256;
    public int height = 256;
    public float scale = 20;
    public float offsetX = 100f;
    public float offsetY = 100f;
    void Start()
    {
    offsetX = Random.Range(0, 99999f);
    offsetY = Random.Range(0, 99999f);
    }
    void Update()
    {
    Renderer renderer = GetComponent();
    renderer.material.mainTexture = GenerateTexture();
    }
    Texture2D GenerateTexture()
    {
    Texture2D texture = new Texture2D(width, height);
    for (int x = 0; x < width; x++)
    {
    for (int y = 0; y < height; y++)
    {
    Color color = calculateColor(x,y);
    texture.SetPixel(x, y, color);
    }
    }
    texture.Apply();
    return texture;
    }
    Color calculateColor(int x,int y)
    {
    float xCoord = (float)x / width * scale * offsetX;
    float yCoord = (float)y / width * scale * offsetY;
    float sample = Mathf.PerlinNoise(xCoord, yCoord);
    return new Color(sample, sample, sample);
    }

  • @DePistolero
    @DePistolero 7 ปีที่แล้ว +2

    You made it look like a piece of cake :) And you nailed a couple of different things so easily and effortlessly here. Thank you :)

  • @Sm1leyF4ce-nv9lh
    @Sm1leyF4ce-nv9lh 4 หลายเดือนก่อน +1

    For anyone who is in 2D and tried using the Sprite Renderer, you can't as it doesn't allow for textures due to overriding them with the texture from the sprite you are using . You have to use something like a quad (mesh filter) with a mesh renderer which will use the created texture directly and then set the material to unlit > texture like Brackeys does.

  • @samuelward9058
    @samuelward9058 4 ปีที่แล้ว

    Brackeys really apreciate this vid. Thanks !!!

  • @knifeninja200000
    @knifeninja200000 4 ปีที่แล้ว

    Love your math involved tutorials

  • @josijahvalic9847
    @josijahvalic9847 7 ปีที่แล้ว

    Your Face Lighting is Perfect.

  • @Tbrekke
    @Tbrekke 6 ปีที่แล้ว +1

    Remember to move the renderer initialization into the start method!

  • @sahirvirmani7369
    @sahirvirmani7369 7 ปีที่แล้ว

    Can't wait for the terrain generation video. Keep it up

  • @VoidAshen
    @VoidAshen 4 ปีที่แล้ว +2

    when u write the code and it works in the first go
    That moment is heaven

    • @Hello-qg4yk
      @Hello-qg4yk 4 ปีที่แล้ว +2

      YUP.
      Everytime I am realllllly happy it worked and **dies of dopamine overdose cause it worked first time**

  • @coolmatt1111
    @coolmatt1111 7 ปีที่แล้ว

    I don't even make games and yet I find this entertaining

  • @arthurviniciusalvessantana8770
    @arthurviniciusalvessantana8770 7 ปีที่แล้ว

    oh wow, that was fast, thanks and keep it up with the awesome work!

  • @IndieMarkus
    @IndieMarkus 7 ปีที่แล้ว +65

    Q: "How to procedurally generate in unity?"
    Answer from Brackeys: "Call the Mathf.Perlin funktion!"...
    Honestly I was expecting a little more explanation of the math behind this rather than just showing one specific usecase of the perlin noise :(

    • @braveo
      @braveo 7 ปีที่แล้ว +1

      A good explanation would probably be this:
      Take pixel noise, scale it by a number (like 5) and then blur it

    • @RitobanRoyChowdhury
      @RitobanRoyChowdhury 7 ปีที่แล้ว +7

      Look at Sebastian Lague's procedural landmass generation series.

    • @JimGiant
      @JimGiant 7 ปีที่แล้ว

      I was hoping to learn more about how Perlin noise is actually calculated but hey still got the desired result. If you want procedual generation tutorials search catlikecoding's website.

    • @RupluttajaGames
      @RupluttajaGames 7 ปีที่แล้ว +2

      en.wikipedia.org/wiki/Perlin_noise
      You're welcome

    • @Brackeys
      @Brackeys  7 ปีที่แล้ว +27

      I totally get your point and looking over it again I definitely think this video could use a more theoretical approach to how perlin noise is generated. That being said this video was meant more as a starting point for beginners who want to try doing some procedural stuff and so I didn't want to overwhelm with information :) If you want to know more about the math behind what's going on I've linked two great resources in the description :D

  • @TheSpacecraftX
    @TheSpacecraftX 7 ปีที่แล้ว

    Just learned about perlin noise a couple months ago in my graphics module.

  • @Guyonahi
    @Guyonahi 7 ปีที่แล้ว

    Awesome! Looking forward to terrain generation.

  • @TheRayll
    @TheRayll 7 ปีที่แล้ว

    love it! more please.

  • @LideCantFly
    @LideCantFly 7 ปีที่แล้ว

    Awesome Video as always =) Thanks for your help

  • @pranavgaur660
    @pranavgaur660 7 ปีที่แล้ว

    Damn! You should be a professor at some university. You explain things with great ease. :P

  • @krenciak
    @krenciak 7 ปีที่แล้ว +8

    Спасибо! Хоть я из Украины, но с радостью смотрю Ваш канал! :)

  • @detscadosu2465
    @detscadosu2465 6 ปีที่แล้ว

    Holy shit thanks so much! I've been struggling because I did not offset nor scale the value! Thanks

  • @bluegamez3051
    @bluegamez3051 7 ปีที่แล้ว

    Simply just helpful

  • @popflop1036
    @popflop1036 7 ปีที่แล้ว

    This guy is the happiest male I have ever seen

  • @Bhavin_Lathia
    @Bhavin_Lathia 7 ปีที่แล้ว

    Thanx alot man , please do the procedural generation with terrain soon 😄

  • @JustKatoh
    @JustKatoh 7 ปีที่แล้ว

    keep the awesome work coming 😍😘

  • @j-monteiro
    @j-monteiro 4 ปีที่แล้ว +3

    If you're using Universal Render Pipeline (URP/LWRP), instead of `renderer.material.mainTexture = texture;` set it instead with `renderer.material.SetTexture("_BaseMap", texture);`

  • @lycagos1278
    @lycagos1278 6 ปีที่แล้ว

    my god i can generate terrain
    thanks man, you are a unity God

  • @Y3ffer
    @Y3ffer 7 ปีที่แล้ว

    muchas gracias, por todos tus tutoriales, este tipo de técnica fue usada para realizar la generación de terrenos en minecraft, seria genial que hicieras un ejemplo de como hacer un juego tipo minecraft, saludos desde Perú

  • @ojzisineks8542
    @ojzisineks8542 4 ปีที่แล้ว

    Thank you very much.

  • @KucharJosef
    @KucharJosef 7 ปีที่แล้ว +5

    Can you show how octaves and some other parameters in perlin/simplex noise work in part 2?

    • @RitobanRoyChowdhury
      @RitobanRoyChowdhury 7 ปีที่แล้ว +2

      Look at Sebastian Lague's procedural landmass generation series.

  • @thamska2694
    @thamska2694 2 ปีที่แล้ว +1

    Can you make the texture more sharp?

  • @lynx-me2ew
    @lynx-me2ew 2 ปีที่แล้ว

    we all miss you :(

  • @alanluna3011
    @alanluna3011 5 หลายเดือนก่อน

    Man, that's interesting.🤩🤩🤩

  • @Redstonemax
    @Redstonemax 7 ปีที่แล้ว +1

    Omg! i was just working on procedural map generation in my game, and i saw the notification just next to my code and i'm here like LOL! XD

  • @fate70
    @fate70 3 ปีที่แล้ว

    I remember the good old times when he was still here
    *becomes sad again*

  • @meetboy352
    @meetboy352 7 ปีที่แล้ว +3

    Hey Brakeys, could you please make a video on Enemy AI. Your old video on the subject doesn't work too well this the latest version of Unity.

  • @Ондрей
    @Ондрей 4 ปีที่แล้ว +1

    Thanks

  • @madalinpantaru6246
    @madalinpantaru6246 7 ปีที่แล้ว

    Great job.

  • @joebevan160
    @joebevan160 7 ปีที่แล้ว

    Dam these Pixel are lit fam xD 6:19, Loved the tutorial tho great job :D

  • @michaelbabcock6997
    @michaelbabcock6997 3 ปีที่แล้ว

    come back please. I am learning ECS and I need your voice to guide me.

  • @Kikikan
    @Kikikan 7 ปีที่แล้ว

    FINALLY
    Thank you

  • @Mojzer_
    @Mojzer_ ปีที่แล้ว +2

    Idk if somebody wants but here is another SCRIPT:
    using UnityEngine;
    public class PerlinNoise : MonoBehaviour
    {
    public float scale = 1f;
    public float speed = 1f;
    public float offsetX = 0f;
    public float offsetY = 0f;
    private float noiseSeed;
    private void Start()
    {
    noiseSeed = Random.Range(0f, 100f);
    }
    private void Update()
    {
    offsetX += Time.deltaTime * speed;
    offsetY += Time.deltaTime * speed;
    Vector2 offset = new Vector2(offsetX, offsetY);
    float x = transform.position.x / scale + offset.x + noiseSeed;
    float y = transform.position.y / scale + offset.y + noiseSeed;
    float noiseValue = Mathf.PerlinNoise(x, y);
    transform.localScale = new Vector3(1f, noiseValue, 1f);
    }
    }
    Write if this script has any ERRORS!!

    • @Mojzer_
      @Mojzer_ ปีที่แล้ว +1

      this script also is abt Perlin Noise!

  • @夏色まつり-y5z
    @夏色まつり-y5z 4 ปีที่แล้ว +3

    Thus could anyone tell me how the Mathy.perlin work actually? I wanna to use perlinNoise in my own fragment, but what I can get is just Position and texture, I `d to achieve the perlin by my own function..........

  • @halfdemonantman6949
    @halfdemonantman6949 4 ปีที่แล้ว +5

    I did everything exactly as shown... All I have is an incredibly brightly white square... No errors or anything... Just not doing anything...

    • @chriskoehl184
      @chriskoehl184 3 ปีที่แล้ว +1

      Hey, I imagine you fixed it by now if you kept at it but for other people that see this, make sure your Math.PerlinNoise() is taking in floats for the arguments. If they are integers the returned float from the perlinNoise function will always be the same resulting in a flat surface on a mesh or the same color on a texture and whatnot.

    • @halfdemonantman6949
      @halfdemonantman6949 3 ปีที่แล้ว +1

      @@chriskoehl184 Thank you. I did manage to fix it. It took me way too long to figure it out though...

  • @MrBrown78
    @MrBrown78 7 ปีที่แล้ว +4

    Hey guys I have a c# question (not the c# in unity) so how do I check if a string contains any word in an array?

    • @dbzadnenkhiari
      @dbzadnenkhiari 7 ปีที่แล้ว

      you want to know if your string belongs to an array or if the word contain at least one element from your array ?

    • @RitobanRoyChowdhury
      @RitobanRoyChowdhury 7 ปีที่แล้ว

      If I understand correctly, you have an array of strings, maybe keywords?, and you want to find out if a given string, s, contains at least 1 instance of a word in the array.
      E.g.:
      string[] keywords = new string[4]{'up', 'down',' left',' right'};
      string s = "This is probably some input from the user. Something like move left";
      string[] delimiters = new string[]{" "}; // These are what will be used to define a "word" in your string. Here, a word is something separated by spaces
      string[] wordsInString = s.Split(delimiters, StringSplitOptions.RemoveEmptyEntries); // see msdn.microsoft.com/en-us/library/tabh47cf(v=vs.110).aspx for more info.
      for(int i = 0; i < wordsInString.Length; i++)
      {
      if(keywords.Contains(wordsInString[i]){
      HandleKeywordEntered(wordsInString[i]);
      }
      }
      And you might have dictionary mapping strings to actions.

    • @nadim78nadim
      @nadim78nadim 7 ปีที่แล้ว

      If(array.Contains(myWord))
      or foreach(string s in array ) {
      if(s == myWord )
      {
      Print...
      }
      }

    • @dbzadnenkhiari
      @dbzadnenkhiari 7 ปีที่แล้ว

      suppose that you havce an array of string named Array_Of_String , and you have the string named My_String , loop throughe ach elemnent (name it Word ) in the Array_Of_String and inside that loop check if My_String. == Word do something else do something else

    • @dbzadnenkhiari
      @dbzadnenkhiari 7 ปีที่แล้ว +1

      you can do it like this :
      string[] Array_Of_Strings = new string[2]{"TH-cam","Brackeys"};
      string my_String = "Brackeys";
      foreach(string word in Array_Of_Strings){
      if(word == my_String)
      Console.WriteLine("the word " + word +" is equal to the string " + my_String);
      else Console.WriteLine("the word " + word +" is NOT equal to the string " + my_String);
      }
      so the output sounds like this :
      the word TH-cam is NOT equal to the string Brackeys
      the word Brackeys is equal to the string Brackeys

  • @yoyotvyoo
    @yoyotvyoo 7 ปีที่แล้ว

    Thank you!

  • @AKindChap
    @AKindChap 7 ปีที่แล้ว +1

    Your videos are incredible and they teach so many things. But I honestly had to check my player settings to make sure the video wasn't at X2.
    Slow doooooooown.

  • @jjxtra
    @jjxtra 7 ปีที่แล้ว +1

    Thanks for the video! Any reason not to use sharedMaterial on that renderer vs. material which will create garbage / duplicate the material?

  • @arnedoring3620
    @arnedoring3620 7 ปีที่แล้ว

    Perlin noise does not repeat at integer coordinates. Perlin noise is defined to be 0 at integer coordinates.

  • @MaeveFirstborn
    @MaeveFirstborn 7 ปีที่แล้ว

    Have you ever considered releasing a commercial game?

  • @aymenblack6308
    @aymenblack6308 7 ปีที่แล้ว

    Perfect Mate,
    i'm really interested in procedural animation, i can't find any useful explanation on this,
    if you can make a little exemple on this that will be amazing.
    keep it up !

  • @raigiku7272
    @raigiku7272 6 ปีที่แล้ว

    where can I get that Visual Studio theme?

  • @danielesusino9159
    @danielesusino9159 7 ปีที่แล้ว

    Hey Brackeys, you're videos are awesome, but I have a question : can you make a tutorial on how to make a loading screen?
    Thanks in advance.

  • @thek1llerbear570
    @thek1llerbear570 6 ปีที่แล้ว

    wow it's insane to think that since minecraft uses perlin noise all the worlds i've been in are all the same world but in a way it's just picking random spots to set at (0,0,0) xy and z i know understand why in 5th grade they told us minecraft was larger than galaxies in 5th grade i thought how can it be larger than galaxies if it's just creating multiple random worlds wouldn't it be infinite but no apparently it's just different points in that insanely huge galaxy sized planet.

  • @kieferabberley3275
    @kieferabberley3275 3 ปีที่แล้ว

    any idea why the noise isnt appearing? ive checked over the script 4 times now and i cant find any differences?

  • @Xezian
    @Xezian 6 ปีที่แล้ว

    it keeps saying that not all paths return a value when it comes to int x, int y

  • @sarulaplays6861
    @sarulaplays6861 7 ปีที่แล้ว

    Hey Brackeys, so my Animation course is going well so far :) We're currently using Maya so if you need any assets I'd be happy to help! Purely for practice as I've only been using it for 3 months now :)

  • @NepNepYT
    @NepNepYT 3 ปีที่แล้ว

    7:48 mine stays a solid color. edit: mine just doesnt work at all.

    • @Vernatium
      @Vernatium 3 ปีที่แล้ว

      sorry for the late reply but mine did the same thing, but I just did this
      i put this at the very start:
      using System.Collections;
      using System.Collections.Generic;
      just above the using unity tag. he deletes it but for me it worked when i did that

  • @KameariKillScreen
    @KameariKillScreen 6 ปีที่แล้ว

    How do you animate the seed of the perlin Noise?

  • @RupluttajaGames
    @RupluttajaGames 7 ปีที่แล้ว +1

    I would suggest against using perlin noise and implement simplex noise instead, not only does it support n dimensions, it takes way less computing time.

  • @compechdev
    @compechdev 4 ปีที่แล้ว

    Is there a way to set the color to a gradient?

  • @alexvisan7622
    @alexvisan7622 6 ปีที่แล้ว

    I am making a chunk -based terrain,using perlin noise but the chunks do not allign ... Please help

  • @Mikno21
    @Mikno21 7 ปีที่แล้ว

    Amazing!

  • @xdiatia4197
    @xdiatia4197 4 ปีที่แล้ว

    0:29 I don't know why but I see a rotating 3 even when pausing the video

  • @andrewmasek2170
    @andrewmasek2170 7 ปีที่แล้ว +1

    How would I actually apply this concept as I don't want my game to be based off of a texture. Can you make a video with an example of actually applying this principle for procedural generation.

    • @RitobanRoyChowdhury
      @RitobanRoyChowdhury 7 ปีที่แล้ว

      He said he would do this next week. I advise you to look at Sebastian Lague's Procedural Landmass Generation series (as well as his Intro into Game Dev, if you're new to unity)

    • @RupluttajaGames
      @RupluttajaGames 7 ปีที่แล้ว +1

      Have a world generator script that implements perlin noise, though I would recommend implementing simplex instead.
      Then if you're making say a 2D game, iterate through every coordinate you want to generate a tile for (n chunks around the camera to save processing time) and calculate the value (density) of said tiles with simplex/perlin noise, then apply which ever rules you prefer and create a corresponding object there or use from pool to prevent major lagspikes.
      For more complex world generation you can do multiple passes eg. first pass adding basic features like height of the terrain which determines if there is deepwater,water,sand,grass, rock, snow you name it. second pass to determine where trees and other foliage are located and so on.
      For roads and caves, you should look into perlin worms algorithm or similar.
      I am not very good at explaining things, but I hope you got something out of this regardless. If you have any questions feel free to ask.
      PS. perlin noise doesn't work well with integers so you can just add a offset of .n to get desired result.

  • @eo9132
    @eo9132 5 ปีที่แล้ว

    How do I make this texture work on a terrain instead? It does not call the renderer in the same way in the code

  • @bukkit_esp81
    @bukkit_esp81 7 ปีที่แล้ว

    OMG a great tutorial about perlin noise!
    Sub and like (OF COURSE!)

  • @mrsparklepants5636
    @mrsparklepants5636 7 ปีที่แล้ว

    can you make a video where you are able to pick up guns or weapons with e?

  • @phategames3241
    @phategames3241 3 ปีที่แล้ว

    It says Texture2d not found and same for Color please help

  • @Zackmortar
    @Zackmortar 4 ปีที่แล้ว

    oke so i have a thing that triggered my (OH NO NO NO NO ) senses if u set the color of a thing in an rgb color scheme you will always get a solid color on brick no differences so run 3 perlin noise function as he did and then set each one to a color value i dont know what r they called exactly btw thats what worked for me so yeah pls brakey pin a comment clarifying this issue or help me understand the topic please ur a god pls ur the best at making games pls pls pls

  • @gaffertappeexo2281
    @gaffertappeexo2281 4 ปีที่แล้ว

    thank you¬

  • @piyushharjani5220
    @piyushharjani5220 7 ปีที่แล้ว

    pls make a video on touch input for touchscreen devices

  • @DePistolero
    @DePistolero 4 ปีที่แล้ว

    Thank you sir :) Still valid :)

  • @RavenArtzy
    @RavenArtzy 4 ปีที่แล้ว

    Perfect. I am creating clouds.

  • @The28studio
    @The28studio 7 ปีที่แล้ว

    how can i save the texture on my project for future use ?

  • @FunnyQuackers
    @FunnyQuackers 7 ปีที่แล้ว +1

    Step 2: turning the noise into a height map.

  • @dirukiuwa
    @dirukiuwa 7 ปีที่แล้ว

    can you show how to make player jump (BTW i love your vids)

  • @raik1766
    @raik1766 3 ปีที่แล้ว

    9:50 just make a int called seed instead of making it individual for x and y

  • @martintapp99
    @martintapp99 7 ปีที่แล้ว

    You could use the var keyword instead of typing the variable type all the time. It makes the code much easier to read. Great vid!

  • @Taki241
    @Taki241 6 ปีที่แล้ว

    Hello, can i make a specific type of noise when i can declare when i need the max or min values?

  • @SreenathN92
    @SreenathN92 7 ปีที่แล้ว

    How efficient is it in mobile?
    Also, can we use Perlin noise in a shader?

  • @contrl_f5499
    @contrl_f5499 3 ปีที่แล้ว

    thanks u bro

  • @daski1373
    @daski1373 7 ปีที่แล้ว

    Hi!
    I have a question about xCoord and yCoord.
    When I just try convert int x value from loop to float I get a result like 0,4652731;
    How it works?
    for example: loop index x = 1;
    then xCoord = (float)x; is equal 0,4652731, and next interesting point is...when I divide x to width (width = 256), then xCoord is equal 1.
    Thanks for help :)

  • @faisalsajjad7396
    @faisalsajjad7396 7 ปีที่แล้ว

    hey dude, can you make a video about how to make a terrain.