I'm new to noise generation and am having a hard time figuring out how to use your noise.fBm() function to generate elevations for my terrain engine. I see the prototype looks like this:
||point, octaves, lacunarity=2.0, gain=0.5)|
So given a map that is 500x500, would I iterate through each cell and change one of these variables to add some random-ness? I don't want to get the same height map each time, I assume I should change the Z coordinate to something random.
Any examples for how to do this stuff would be awesome. The documentation on the cgkit site would be helpful assuming some background in this stuff, but it's not very forgiving to math-illiterate newbies such as myself :)
Level Eleven Solutions