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You're reading from  Unity Artificial Intelligence Programming - Fifth Edition

Product typeBook
Published inMar 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781803238531
Edition5th Edition
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Dr. Davide Aversa
Dr. Davide Aversa
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Dr. Davide Aversa

Dr. Davide Aversa holds a PhD in Artificial Intelligence (AI) and an MSc in AI and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in AI for the development of interactive virtual agents and procedural content generation. He has served as a program committee member for video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.
Read more about Dr. Davide Aversa

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Learning how to use Perlin noise

Perlin noise is an algorithm to define digital noise developed by Ken Perlin in 1983. It quickly became the de facto algorithm to generate natural-looking patterns in a considerable number of procedural content generation algorithms. For example, Perlin noise is used to create 3D landscapes, 2D textures, procedural animations, and much more.

Figure 10.3 – The difference between Perlin noise (left) and white noise (right)

But what makes Perlin noise different from other noises? The short answer is that it looks more natural. This answer, however, just changes the question into what does it mean to be more natural? Let's imagine standard non-Perlin noise, for instance, a sequence of random numbers between 0 and 1. The sequence may be something like 0, 0.9, 0.2, 0.3, 0.95, and so on.

As you can see, the numbers can jump up and down without any criteria. If these numbers represent the position of a character in the...

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Unity Artificial Intelligence Programming - Fifth Edition
Published in: Mar 2022Publisher: PacktISBN-13: 9781803238531

Author (1)

author image
Dr. Davide Aversa

Dr. Davide Aversa holds a PhD in Artificial Intelligence (AI) and an MSc in AI and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in AI for the development of interactive virtual agents and procedural content generation. He has served as a program committee member for video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.
Read more about Dr. Davide Aversa