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Noise & Fields

Procedural noise generation for terrain, textures, and flow fields

This visualizer demonstrates Perlin noise and Simplex noise algorithms used for terrain generation, texture synthesis, and flow field creation in games. Adjust octaves, persistence, and scale to see how these parameters affect the generated patterns. Used in games for biome generation, heightmap creation, and organic-looking textures.

System Overview

Noise functions generate smooth, continuous values that appear random but are deterministic. Perlin noise and its variants (Simplex, OpenSimplex) are fundamental to procedural generation, creating natural-looking patterns from simple mathematical functions.

By combining multiple octaves (layers) of noise at different frequencies and amplitudes, we create complex, fractal-like patterns that mimic natural phenomena like terrain, clouds, and textures.

Why Games Use This

Key Parameters

Failure Modes

Scaling Behavior

Noise generation is O(1) per sample, but octaves multiply the cost. For real-time applications, limit octaves to 4-6. For pre-computed content, 8+ octaves are feasible.

Memory scales with resolution: a 1024×1024 heightmap uses 1MB (8-bit) or 4MB (32-bit float). Consider chunking or streaming for large worlds.

Related Algorithms

Free Tools & Libraries

System-Thinking Prompts