Procedural Mesh C++, Perlin Noise, Infinite Terrain Math Question

So when you move terrains distorts around the player ? So you want the terrain to change only at start time around the player and then as he moves out of that area change no more, and remain static ? You can use the loop system if you know where it is spawned and specify a section of the mesh where it distorts.

I don’t really understand what you are trying to do. You say load a grid of vertices around the player location, meaning it’s a distortion of terrain where he is, but then you say you don’t want to change and you want everyting to be static.

float PerlinFloat = FMath::PerlinNoise3D(FVector(PlayerLoc.X + x * spacing - ((width * spacing) / 2), PlayerLoc.Y + y * spacing - ((width * spacing) / 2), 0));

“PlayerLoc”, is this from a library or is it a variable made by you, it represents the player location on the X axis I take it * spacing, spacing towards what, spacing between parcels, quads on the grid or between the distortion and player. I don’t think anyone can help you if you don’t explain your variables inside your code, where you made them, and the code view is very little.

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