@SebastianLague
  @SebastianLague
Sebastian Lague | Procedural Landmass Generation (E01: Introduction) @SebastianLague | Uploaded 8 years ago | Updated 18 hours ago
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain.

A quick summary:
'Octaves' refer to the individual layers of noise.
'Lacunarity' controls the increase in frequency of each octave.
'Persistence' controls the decrease in amplitude of each octave.

If you'd like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLague
Procedural Landmass Generation (E01: Introduction)Blender Character Creation (E06: Run animation)[Unity] Procedural Cave Generation (E05. Detecting Regions)Field of view visualisation (E03: stencil shader)Procedural Landmass Generation (E07: Endless terrain)Unity Create a Game Series (E23. Audio pt.2)Unity Create a Game Series (E17. weapon variation)INTEGRATION 03 - Making an RPG in Unity (E12)Unity Create a Game Series (E21. Guns and UI)[Unity] Creating a 2D Platformer (E06. moving platform basics)Introduction to Game Development (E04: writing code)[movie jam] Swordfish: Behind the Scenes

Procedural Landmass Generation (E01: Introduction) @SebastianLague