I have a game with endlessly processed terrain. I use 1 / f noise for height (think this is pearl noise?). In any case, it looks beautiful, but it is not very convenient, since there are no flat areas on it. Just reducing the amplitude will not work, since I still want to have large variations in height. Does anyone know of a filter that I can apply to an elevation map to encourage flat areas while maintaining a large elevation range?
Written in C #
EDIT: I realized that I want steep gradients to get cooler and flat gradients to get flatter. The terrain is not necessarily realistic, just “fun” for the FPS.
source
share