Manipulating Perlin Noise

Posted by Numeri on Game Development See other posts from Game Development or by Numeri
Published on 2013-06-26T02:42:04Z Indexed on 2013/06/26 4:29 UTC
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I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am trying to generate structures more like mountain ranges (in 2D, as 3D would be way over my head right now) or underground veins of ores.

I can't manage to manipulate Perlin Noise to do this. Making a cut off point (i.e. using only the tops of the 'mountains' of a heightmap) wouldn't work, because I would get lumps of mountains/veins. Any suggestions?

Thanks,
Numeri

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