Hi all,
Pretext: I have minimal experience on this part of game dev and very little time to do research and what not, so I only ask that you all be kind to me in the search for wisdom and knowledge
Moving on…
I have (briefly) read up on perline noise and diamond square and such, all the normal things you get from simply typing “procedural terrain generation” into google. However non of these strike me as being procedural. What I would think is that procedural means never ending, so you can jump on a map at [0,0] and walk forever north with no limits, no edge of the map. In ALL the examples of procedural generation I see people create a height map for a terrain and leave it at that. I would call that random map generation, not procedural because it has a map edge. This is also not because they used only a snip-it of the map but the source code supplied to generate the map requires a height and width as a parameter.
I would like to know how to do a procedural (never ending) map, that is my goal. To start at [0,0] and generate terrain while the player moves north. There are many games that have done this but no where have I been able to find any resources to help me make a tiny version of what these games do. Taking Minecraft as an example, it generates chunks around the player while the player moves around the map. I have done something similar with little success in that the chunks don’t actually fit next to each other.
The closest I have gotten so far is using the chunk idea, by showing only 9 chunks around the player and generating the chunks that the player moves into. The trick now is to make the map cohesive with the chunks next to it. I just have no idea how to do that.
Any pointers, any help, any links, even criticism are all of use,
Thanks all.