I am trying to wrap my ahead around how to implement a Perlin noise function for a random map.
Let's say I have a 2 dimensional side view map. Further, there are three tile types. Air is non dense and must make up at least the player height above the other surfaces. Dirt should be below air. Stone can randomly occur among dirt (lower increases frequency).
Now I was looking at http://freespace.virgin.net/hugo.elias/models/m_perlin.htm and cannot figure out how to apply the concepts there. I understand that each octave is an iteration, but cannot translate the rest to practical application.
Anybody have any thoughts or experience and can dumb it down a bit for me?
Mar 27 2012, 9:28 am