What method yields the most effective results for creating procedural world generation using three.js?

My current issue involves the use of a function called CreateChunk(x,z), which generates a "chunk" of terrain at specific coordinates x and z. This chunk consists of a plane with vertex heights manipulated by Perlin noise, and is painted based on these heights (including a layer of water).

View a single chunk

While everything functions as intended for a single chunk, problems arise when I attempt to generate multiple chunks:

See many chunks

I understand that this behavior is expected due to the nature of the generation process, but I am seeking suggestions on how to coordinate the chunks so that they seamlessly transition from one to another while maintaining procedural generation.

If necessary, I can provide the code, although I'm primarily looking for guidance on a potential approach.

Answer №1

If you're looking to create a specific tile with a certain noise density, it's important to know the type of tile you want and the level of noise you wish to apply.

For further inspiration, you can check out this forum post:

And here is a helpful code snippet that might benefit other users as well:

body{
  overflow: hidden;
  margin: 0;
}
<script type="module">
  import * as THREE from "https://cdn.skypack.dev/three";
import {OrbitControls} from "https://cdn.skypack.dev/three/examples/jsm/controls/OrbitControls";
import {ImprovedNoise} from "https://cdn.skypack.dev/three/examples/jsm/math/ImprovedNoise";

THREE.BufferGeometry.prototype.toQuads = ToQuads;

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 8, 13);
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);

// Rest of the script continues...

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