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@smonteillet
Last active September 23, 2023 20:14
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Simple Procedural Map Generation using Java/Swing and a Perlin Noise like algorithm
import java.awt.Color;
import java.awt.Graphics;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
public final class ProceduralMapGenerationWithPerlinNoise
{
private static final int DEFAULT_HEIGHT = 45;
private static final int DEFAULT_WIDTH = 80;
public static void main(String[] args)
{
int height = DEFAULT_HEIGHT;
int width = DEFAULT_WIDTH;
long seed = System.currentTimeMillis();
if (args.length == 3)
{
height = Integer.parseInt(args[0]);
width = Integer.parseInt(args[1]);
seed = Long.parseLong(args[2]);
}
Random rand = new Random(seed);
double z = rand.nextDouble();
JFrame window = new JFrame();
window.setSize(width * 10, height * 10);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.getContentPane().add(new Map(height, width, z));
window.setVisible(true);
window.setTitle("Seed: " + seed);
}
public static class Map extends JPanel
{
private int height;
private int width;
private double z;
public Map(int height, int width, double z)
{
this.height = height;
this.width = width;
this.z = z;
}
@Override
public void paint(Graphics g)
{
for (int i = 0; i < width; ++i)
{ // y
for (int j = 0; j < height; ++j)
{ // x
double x = (double)j / ((double)width);
double y = (double)i / ((double)height);
double n = noise(10 * x, 10 * y, z);
// Watter (or a Lakes)
if (n < 0.35)
{
g.setColor(Color.CYAN);
}
// Floors (or Planes)
else if (n >= 0.35 && n < 0.7)
{
g.setColor(Color.GREEN);
}
// Walls (or Mountains)
else if (n >= 0.7 && n < 0.85)
{
g.setColor(Color.GRAY);
}
// Ice (or Snow)
else
{
g.setColor(Color.white);
}
g.fillRect(i * 10, j * 10, 10, 10);
}
}
}
private double noise(double x, double y, double z)
{
// Find the unit cube that contains the point
int X = (int)Math.floor(x) & 255;
int Y = (int)Math.floor(y) & 255;
int Z = (int)Math.floor(z) & 255;
// Find relative x, y,z of point in cube
x -= Math.floor(x);
y -= Math.floor(y);
z -= Math.floor(z);
// Compute fade curves for each of x, y, z
double u = fade(x);
double v = fade(y);
double w = fade(z);
// Hash coordinates of the 8 cube corners
int A = p[X] + Y;
int AA = p[A] + Z;
int AB = p[A + 1] + Z;
int B = p[X + 1] + Y;
int BA = p[B] + Z;
int BB = p[B + 1] + Z;
// Add blended results from 8 corners of cube
double res = lerp(
w,
lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)),
lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))),
lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)),
lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1))));
return (res + 1.0) / 2.0;
}
private double fade(double t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
private double lerp(double t, double a, double b)
{
return a + t * (b - a);
}
private double grad(int hash, double x, double y, double z)
{
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
double u = h < 8 ? x : y, // INTO 12 GRADIENT DIRECTIONS.
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
private static final int p[] = new int[512];
private static final int permutation[] = { 151, 160, 137, 91, 90, 15,
131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
};
static
{
for (int i = 0; i < 256; i++)
p[256 + i] = p[i] = permutation[i];
}
}
}
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