Tuesday, March 24, 2020

The one with Worley Noise

Pointy Oval World Map, again...

Back to Worley noise; I was making a big math error in the guts of my code and this didn't work so well... this is actually a height map, where the pixel/quads further from the white dots are higher (because height is based on distance). I was sorting the pixel/quads based on which pt they were closest to for voronoi tiles (I'm calling the them vor, anyway), but Worley noise sort of turns the voronoi tile inside out. I'm not happy with the landmass, needs work! 8-P

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