Noise Implementations
Starting with Simplex Terrain Generation 0.3.0, you can choose between 5 different noise implemenations for the terrain generator to use, not just Simplex noise! Here's a list of them and how they generate.
- When we mention a noise algorithm works "out of the box", it means that if you leave all the configs to the default and change just the
noiseGeneratorvalue it will create a world that is playable. - Vanilla's code has an average of 10 milliseconds per chunk.
- These millisecond values are relative and will change based on the hardware used. These are just some rough estimations that I found, it will definitely very from computer to computer.
The original.
Simplex noise is the basis behind this mod, hence the name! Before 0.3.0 it was the only noise function available to use. It's been fine tuned to create interesting terrain that is both fun and challenging to play on. If you want some variation in the terrain, head over to the config page to change it to whatever you wish!
Flatter, but less orderly.
The classic noise function! It is very similar to Simplex noise, so you may not see much difference. With the default configs, it makes almost identical terrain when compared with Simplex noise. The only differences are that the terrain is less high and a bit flatter, and that there may be more artifacts in the noise that are not present in Simplex noise, as Simplex noise is the improved version of Perlin noise. It will work out of the box with the default configs, but it may require a bit more tweaking to get the desired result.
S M O O T H
Cubic noise generates very smooth terrain, similar to Simplex and Perlin noise. It's far smoother than Perlin and Simplex noise, so if you are interested in that, try Cubic noise! It generates at about the same speed at Perlin noise so it should be pretty snappy. It works out of the box, but the terrain quality is poor. Head over to the config presets page to find an example that creates good terrain with Cubic noise.
Large divots in the terrain and tiny oceans! Who doesn't love tiny oceans?
Worley noise, also known as cellular noise, is by far the most unique noise algorithm include in STG, but it has the unfortunate downside of being very slow due to the amount of calculations it has to make. It creates valleys and hills based on cellular boundaries, making it much different from the others. It won't work out of the box and will require at least some amount of tweaking to get a playable world (If you do run it without changing anything, the range of the generated terrain will be from y200 to y250). If you don't want to do the tweaking yourself, visit the config presets page to find some examples that may work for you. If you want to use Worley noise but are dissatisfied with it's speed, try the optimizations listed here.
S M O O T H but also very hilly (not shown in this picture)