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Description
What steps will reproduce the problem?
Generate noise using CalcPixel2D() in all four cartesian quadrants
for(x = -1000; x <= 1000; x++) {
for(y = -1000; y <= 1000; y++) {
map[x,y] = Noise.CalcPixel2D(x, y, 100);
}
}
What is the expected output? What do you see instead?
Expected: smooth gradients between "hills" and "valleys" all across the map
Instead: Two lines, roughly 22.5 degree and 67.5 degree angles, passing through 0,0, from -X/+Y to +X/-Y quadrants
What version of the product are you using? On what operating system?
Master branch, Windows 10
Please provide any additional information below.
I was experimenting with custom Minecraft procedural world generation. The base terrain level function was this:
//----------------------------------
// chunks are 16x16 block sections, that go off to +/- infinity in X and Z directions, 0-255 in Y (height) direction
// get offset to absolute block coordinates
int offsetX = chunk.x * 16, offsetZ = chunk.z * 16;
for(int x = 0; x <= 16; x++) {
for(int z = 0; z <= 16; z++) {
columnHeight = baseHeight + (int)(Noise.CalcPixel2D(offsetX + x, offsetZ + z, 100) * 16);
for(int y = columnHeight; y >= 0; y--) {
chunk.SetBlock(x, y, z, Blocks.Stone);
}
}
}
//----------------------------------
When standing at 0,0 there are two very obvious lines of discontinuity.
