Today we cover how we can use Perlin noise to generate terrain and why this technique is really well-suited for a giant game like No Man's Sky. No matter what people think of the quality of the game, or the marketing, or whatever, I hope the buzz can at least motivate everyone to think "Hmm, I could do ___ better than that!" and continue pursuing procedural storytelling and world creation in games. And perhaps this video could be a starting point :)
I was going to do a coding example, but Red Blob Games does it much better: [ Ссылка ]
The AI challenge is also extended for another month! If this is the future and you've missed it, there's a new theme every few months so feel free to submit for whatever's currently going!
Find the challenge and ask questions here: [ Ссылка ]
My second channel! [ Ссылка ]
Follow me on Twitter: [ Ссылка ]
Or Facebook: [ Ссылка ]
Or Twitch: twitch.tv/happiecat
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