or not??

Alex Mulkerrin 2015-12-05 12:08:13 +00:00
parent a8a4bdfc8d
commit 3b6135dc20

@ -12,9 +12,9 @@ Analysis is based on the decompiled source of the classic c0.30_01c client.
# Terms
**Perlin Noise** is a noise function where the return value smoothly varies between input values close together <https://en.wikipedia.org/wiki/Perlin_noise>. It is implemented in a class with a method to create a noise distribution using a given pseudo-random number generator. After being initialised the noise function can be measured with a compute method which takes a 2D coordinate as input and returns a float which varies from -0.5 to 0.5 (exclusive) Input can be a float or integer and the compute method will always return the same value given the same inputs.
**Perlin Noise** is a noise function where the return value smoothly varies between input values close together <https://en.wikipedia.org/wiki/Perlin_noise>. It is implemented in a class with a method to create a noise distribution using a given pseudo-random number generator. After being initialised the noise function can be measured with a compute method which takes a 2D coordinate as input and returns a float which varies from -1 to 1 (exclusive) Input can be a float or integer and the compute method will always return the same value given the same inputs.
**Octave Noise** is the summation of multiple noise functions where each function has differing frequency and amplitude. When computed it produces a series of results with smoothly varying noise at multiple scales, similar to a fractal or real world terrain height-maps. The implementation in Classic Minecraft is a class which takes as argument to its constructor an integer number of Perlin noise functions to compute and sum together. Each successive noise function/octave has twice the amplitude and half the frequency. This means that an Octave noise function of octave 8 will, when computed for a given 2D position, return a value from -64 to 64.
**Octave Noise** is the summation of multiple noise functions where each function has differing frequency and amplitude. When computed it produces a series of results with smoothly varying noise at multiple scales, similar to a fractal or real world terrain height-maps. The implementation in Classic Minecraft is a class which takes as argument to its constructor an integer number of Perlin noise functions to compute and sum together. Each successive noise function/octave has twice the amplitude and half the frequency. This means that an Octave noise function of octave 8 will, when computed for a given 2D position, return a value from -128 to 128.
**Combined Noise** is used in Classic Minecraft to create a noise function where the rate of change of the returned value can vary over the 2D plane, eg. some valleys will be particularly steep while others have gentle slopes. This is achieved by taking one noise function and using its result to modify the arguments to a second noise function. The class prototype takes two noise functions as arguments, either Perlin or Octave noise functions. its compute method returns:
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