Reminds me of a self-aware gag from the brilliant game "No One Lives Forever 2":

A villain, while surveying his volcanic underground lair, notes a particularly cheesy effect done with (probably) Perlin noise, and little else:

"Ah, molten lava. Very nice."
posted by ShutterBun at 3:48 AM on January 27, 2013 [1 favorite]

Minecraft terrain is notably created with perlin noise.
posted by empath at 4:07 AM on January 27, 2013

There'd be more comments on this post, but they've all been flagged as noise.
posted by Nelson at 10:02 AM on January 27, 2013

Reticulating splines...
posted by scrowdid at 11:16 AM on January 27, 2013 [2 favorites]

I love this stuff. Well, I love the math behind this stuff. Like the fact that computing Perlin noise takes O(2n) steps, while Simplex noise is O(n2), where n is the dimension of the underlying space. Why might you want n > 2? Well, if you want time-changing 2-D noise, you just take successive slices of 3-D noise. Also, for some types of noise (I think it's Perlin), you can get artifacts doing that because 2-D slices of 3-D look different from plain 2-D. But others have the nice property that 2-D slices of 3-D look just like 2-D.

(That Wikipedia article on "Perlin Noise" is like one of five Wikipedia articles I've ever modified.)
posted by benito.strauss at 12:26 PM on January 27, 2013 [1 favorite]

There have been some impressive examples of this on GLSL Sandbox. Worley Noise and volumetric clouds using Simplex Noise are two I had bookmarked to study later.
posted by Gary at 1:42 PM on January 27, 2013 [3 favorites]

Is the text in this post from a real game?
posted by scose at 1:49 PM on January 27, 2013

Those volumetric clouds looked exceptionally cool, until they crashed my display driver, which was a new and unpleasant experience.
posted by benito.strauss at 2:45 PM on January 27, 2013

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