Procedural generation of maps with LibNoise

I’ve been looking for ways to make my world generation less heightmap-y and more Minecraft-y, but I could never figure out how to work the 3rd dimension into the formulas. While googling yesterday, I found one of  JTippetts’ blog entries that seemed to be an approach to doing what I wanted, but I couldn’t understand his noise function pipeline.

After several aggravating hours and a night of sleep, I came back to it and looked at other entries on his blog. I found out that he was using (or basing his own pipeline on) LibNoise, and I googled that. Not only do they have tutorials, but it is surprisingly easy to understand! I found a C# version of LibNoise and immediately started playing with the tutorials.

While I didn’t have access to a C# version of the noiseutil package, I was easily able to roll my own map drawer:

I plan on playing with LibNoise more tomorrow, and hopefully use it to build more interesting maps in my game.

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