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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: www.redblobgames.com/maps/terr...
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