Hello!
Long time since my last question (i hope this is good). ;D
I’m struggling these days to achive a infinite map generation in a 2D top-down game. I’ve tried many noise algorythms, and finally i’ve sticked with matheus23’s implementation from his utils library (https://github.com/matheus23/Utils), more exactly, with his SimplexNoiseLazy2.
The problem i have is the terrain continuity.
As you can see in the next pictures, if i call the get method from the noise with just x and y (tile’s coordinates in chunk (from 0 to 15)), i get a scattered terrain, somehow random.
If i call the get method with x / A and y / A (A is a float), i get a smooth terrain, but it is broken, but rellatively correct. What i see is that A represents the width and the height of the generated noise.
P.S.: In both images i used 8 octaves and smoothness 2.
Can anyone help me with this problem?