I struggle making my own map generator, generating 2d maps like in terraria. My problem is that the result of this looks very unnatural (the caves are mostly really big and round) while the open source simplex noise makes nice long and natural caves when i put it where in the first link the getSmoothNoise(x,y) is located.
Now i have some questions:
- is it correct that the simplex noise is already interpolated but not smoothed?
- does the getSmoothNoise method only smooth the noise or is it also interpolating it?
- why is the perlin noise algorithm from the link faster than the simplex noise, when i blend multiple octaves of the noises together? I thought simplex is faster?
What i actually want to do is creating many noises with the size of my map. Each ore/resoource would get its own noise then and in the end i would blend them all together.
- can you imagine a better way to do this?