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NoiseGenerator

Language(s): C++

This project (along with other projects, but this one especially) brings good memories. When I first began developing NoiseGenerator, I was diving into the realm of procedural generation, specifically, procedural map generation. Popular games like Minecraft use it, so I, in pursuit of experience in Game-Development, thought of implementing a procedural-generation algorithm.

Algorithms like such utilize "noise", Perlin Noise, most recognizably, so I prioritized developing that algorithm. Development involved a lot of time researching how the algorithm works, as I read online articles, watched Youtube videos, and scoured through Stack Ovoerflow in order to realize how my algorithm should work.

It got to the point that I started working on this project during breaks at school. Some of my friends would pass by and I would tell them about it. Checking in occasionally, they would see how development was going, and I would have the chance to explain what the program did and why I was doing it. Unsurprisingly, this developed my own understanding, now that I had to put the abstract knowledge into words.

This project, being both an opportunity to learn and to connect, is important to me, for that exact reason; the project brought about fond memories to me.

The photos below are samples resulting from the library, along with tweaking of certain colors. "output" is a basic example of procedural map generation, as it uses Perlin Noise along with parameters to determine what "biome" (presented with colors) the area would be. Green -> Grass, Blue -> Water, Grey -> Stone, White -> Snow. The data for the photo is all floating-point numbers, but when you turn them into familiar colors, they can easiliy represent a full map. I enjoy graphics so much ;-;