Press Green Flag To Generate
This project works by using similar methods to Perlin Noise (see below). Many comments will be included inside the project to see how it works. Step By Step 1. Every pixel is assigned a random number which is added to a list 2. Each value in the list is averaged with its neighbors to create smooth transitions 3. In a 3D print-like fashion, each tile is switched to a specific costume based on its corresponding number in the list, stamping itself and creating the visual you see What is Perlin Noise? Perlin noise is a procedural generation algorithm used to create natural-looking, smooth randomness. Invented by Ken Perlin in 1983 for the movie Tron, it replaces harsh, completely independent "white noise" (like TV static) with a continuous, flowing wave-like pattern. It acts as the foundational blueprint for creating Minecraft-style procedural terrain, realistic clouds, fluid water surfaces, and organic marble textures in modern computer graphics. Different Mapping Algorithms Simplex Noise (The Evolution) How it works: Invented by Ken Perlin in 2001 to fix the flaws of his original algorithm. Instead of using a grid of squares, it skews the space into a grid of triangles (2D) or tetrahedrons (3D). The Advantage: A triangle only has 3 corners, and a 3D tetrahedron only has 4 corners. Because it evaluates fewer corners per cell, it computes much faster in higher dimensions. It also completely removes the directional grid artifacts, resulting in a much smoother, more organic visual output. OpenSimplex and OpenSimplex2 (The Open-Source Fix) How it works: Created by the developer community to provide the exact visual and performance benefits of Simplex noise, but engineered with a completely different mathematical approach to avoid infringing on the Simplex patent. The Advantage: It uses alternative multi-dimensional grid geometries (like orientation-optimized lattices) to achieve the same smooth, artifact-free, high-performance results. It is entirely open-source and public domain, making it the modern standard choice for indie game engines and custom generation tools. Value Noise (The Simplified Grid) How it works: Instead of assigning complex direction arrows (vectors) to the grid corners, it simply assigns a single random number value (like a height value between 0 and 1) to each corner. It then directly blends those corner values together to find the value of the sample point. The Advantage: Because it skips the vector math and dot products entirely, it is incredibly fast and simple to code. Cubic Noise (The Smooth Scale) How it works: It takes a very low-resolution grid of random white noise pixels and scales it up using a math formula called bicubic interpolation. The Advantage: Bicubic interpolation looks at a wider pool of neighboring points to smooth out the gaps. This prevents the repetitive, predictable pattern of peaks and valleys that can sometimes make Perlin noise look too uniform. It gives landscapes a more sweeping, unpredictable, and naturally chaotic structure.