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Question by MagicalBilly · Aug 08, 2015 at 03:02 AM · c#randomperlin noise

Why is this generating flat terrain?

I'm using the following piece of code to generate psuedo-random terrain similar to that in Minecraft.

 using UnityEngine;
 
 /// <summary>
 /// Terrain generator.
 /// </summary>
 /// <param name="cube">The cube to instaniate while generating terrain.</param>
 /// <param name="noiseScale">The factor to multiply noise height by.</param>
 public class TerrainGenerator : MonoBehaviour 
 {
     public GameObject cube;
     public int worldWidthX;
     public int worldWidthZ;
 
     /// <summary>
     /// Generates the terrain.
     /// </summary>
     public void GenerateTerrain()
     {
         for(int x = 0; x <= this.worldWidthX; ++x)
         {
             for(int z = 0; z <= this.worldWidthZ; ++z)
             {
                 float y = Mathf.PerlinNoise(x / 30, 76) * Mathf.PerlinNoise(z / 30, 22) * 40;
                 Instantiate(this.cube, new Vector3(x, y, z), this.cube.transform.rotation);
             }
         }
     }
 
     void Start()
     {
         this.GenerateTerrain();
     }
 }

I'm using the algorithm provided in the answer to this question, but I still get a completely flat result, as seen below:

alt text

Can anyone tell my why I'm getting a result like this?

unity-thing.png (106.3 kB)
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avatar image Glurth · Aug 08, 2015 at 04:20 AM 0
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What is the 76 and 22 you have hard coded in there? Perhaps you meant to use something like this?

 float y= $$anonymous$$athf.PerlinNoise(x / 30, z / 30) * 40.0f

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Answer by Eric5h5 · Aug 08, 2015 at 04:24 AM

You're using integer division; e.g. x/30 will always equal 0 until x is >= 30.

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Answer by Positive7 · Aug 08, 2015 at 07:45 AM

Change

 float y = Mathf.PerlinNoise(x / 30, 76) * Mathf.PerlinNoise(z / 30, 22) * 40;

to

 float y = Mathf.PerlinNoise(x / 30.1f, 76) * Mathf.PerlinNoise(z / 30.1f, 22) * 40;

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avatar image Owen-Reynolds · Aug 08, 2015 at 05:50 PM 0
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No need to add an extra 0.1. 30.0f will also work. For fun, try int x = 1.0f;. The compiler will loudly tell you that it's a float, even though it has an equivalent int.

avatar image Positive7 · Aug 08, 2015 at 06:59 PM 0
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Yes 30.0f works too. I just wanted to point him to the right direction and I thought 30.1f is more noticeable .

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