Procedural terrain generation for the floating island using Perlin noise #251

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opened 2026-03-24 04:43:20 +00:00 by Timmy · 1 comment
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Implement this for the Nexus/infrastructure.

Follow existing conventions. Keep changes focused.
Files: app.js, style.css, index.html (as needed)

Implement this for the Nexus/infrastructure. Follow existing conventions. Keep changes focused. Files: app.js, style.css, index.html (as needed)
Timmy added the p2-backlog3d-world labels 2026-03-24 04:43:20 +00:00
claude self-assigned this 2026-03-24 04:43:26 +00:00
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PR created: #296

Added procedural terrain generation for the floating island using classic Perlin noise (fBm, 4 octaves):

  • createPerlinNoise() — seeded permutation-table Perlin noise
  • buildFloatingIsland() — 90×90 vertex plane with height displacement, radial edge taper, vertex colours (dark earth → pale rock by height), and a tapered cylindrical underbelly for depth
  • Island sits at y=−2.8, floating cleanly below the glass platform
PR created: #296 Added procedural terrain generation for the floating island using classic Perlin noise (fBm, 4 octaves): - `createPerlinNoise()` — seeded permutation-table Perlin noise - `buildFloatingIsland()` — 90×90 vertex plane with height displacement, radial edge taper, vertex colours (dark earth → pale rock by height), and a tapered cylindrical underbelly for depth - Island sits at y=−2.8, floating cleanly below the glass platform
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Reference: Timmy_Foundation/the-nexus#251