i have learned many terrain generation algorithm,but i cant wrap head around even one of them.
i dont use perlin noise,simplex noise because the gradient interpolation/lerp part of the algorithm is a bit too hard for me.
is there a easier 3d terrain generation (more or less like voronoi diagram generation algorithm,but a bit easier)but does not require seed/noise and gradient interpolation?
i have actually already created my own algorithm for terrain generation,but i dont think mine can generate mountain (main problem),biome (can but harder)and may contain unintentional floating block.
pseudocode:
i dont use perlin noise,simplex noise because the gradient interpolation/lerp part of the algorithm is a bit too hard for me.
is there a easier 3d terrain generation (more or less like voronoi diagram generation algorithm,but a bit easier)but does not require seed/noise and gradient interpolation?
i have actually already created my own algorithm for terrain generation,but i dont think mine can generate mountain (main problem),biome (can but harder)and may contain unintentional floating block.
pseudocode:
loop through y space loop through x space loop through z space if z is 0 draw bedrock at x y z if z is 1 to 16 generate random number from 0 to 10 if random number is 0 to 9 draw stone at x y z if random number is 10 draw diamond ore at x y z if z is .... blablai can generate tunnel too by first choosing a random spot in a world and work it's way from there using more or less the same algorithm than the above.


