Inspiration

Perlin noise has fascinated us since we learned about it a few weeks back, and we have been itching to build something with it.

What it does

It takes random values, smushes them into a related heightmap, and then allows the user to flood areas of the map creating completely unique terrains with water and vegetation.

How We built it

We started by rendering circles in a grid, then proceeded to map the colors of those circles to meaningful values. We kept adding feature and function until we came upon something truly interesting and fun to play with.

Challenges I ran into

The math of using pseudo-random numbers really tested our commitment to the idea. Later, we had issues mixing the heightmap with meaningful colors for the UI.

What's next for rani

Given time, this same concept (and much of the code) can be applied to 3d world generation! With more research into libraries and GPU accelerated rendering, we could create an engine capable of rendering all kinds of terrains for games, experimentation, or just for the sake of curiosity,

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