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Question by
mbdev · Feb 20, 2013 at 05:02 AM ·
terrainproceduralnoise
Procedurally Generated Terrain Stitching
I've successfully created a procedurally generated Terrain using Perlin noise (for now, going to use a simplex function in the future), but I've realized that without using the same seed the Terrains simply do not match up. Does anyone have a method to stich the edges of terrains they would like to share? Any direction?
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