Huge procedurally generated 'wilderness' worlds

Posted by The Communist Duck on Game Development See other posts from Game Development or by The Communist Duck
Published on 2010-10-19T15:46:35Z Indexed on 2012/06/20 15:27 UTC
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I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article.

However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be.

:D

The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values).

I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands.

On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think.

I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking.

Anyone have any ideas?

Thanks. :D

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