# Implementing and Debugging the Perlin Noise Algorithm

One of the most visited articles on our site – How to Use Perlin Noise in Your Games – also caused the most problems. The pseudo-code contained an alarming number of bugs (one of the nastier ones is depicted above), which made it difficult to implement. Readers pointed out these in the comments, and so helped to make the pseudo-code progressively more correct. But even so, some operations remained unclear, so that I finally decided to replace the pseudo-code with real and tested code. I really hope that all bugs have now been squashed!

In the spirit of this extermination effort, this article gives some pointers to get a version of the algorithm up and running as quickly as possible. It is an extension of the original Perlin noise article, and refers to the code now presented there.

# How to Use Perlin Noise in Your Games

(Originally appeared in Dev.Mag Issue 20, released in February 2008.) Perlin noise is the foundation of many procedural texture and modelling algorithms. It can be used to create marble, wood, clouds, fire, and height maps for terrain. It is also very useful for tiling grids to simulate organic regions, and blending textures for interesting transitions. In this article I will explain how to implement Perlin noise, and how you can use it in your games.

Edit 19 June 2011: The examples were originally given in pseudo-code. Unfortunately, these contained some mistakes, which many commenters helped to sort out. I finally replaced the pseudo-code with real C#, copied-and-pasted from a working file (which you can download below). Hopefully it will make the algorithms easier to understand. Note that efficiency was not considered at all; the code is a fairly direct translation of the original pseudo-code.

Edit 19 May 2012: I always thought the cloudy noise described in this article is called Perlin noise. Turns out, it is not. The worst is, I cannot say with hundred percent confidence what it is called. Fractional Brownian Motion (fBm) seems to be the most likely candidate, but to be honest, I am still figuring out whether my simulation is technically equivalent to the ones described on Wikipedia (nevermind that Wikipedia may also have it wrong).

Real Classical Perlin noise, and simplex noise, can also be combined, just like the “smooth noise” is combined in this article, to give cloudy noise. This is what confused me (and others, I presume). Cloudy noise generated from Perlin noise looks much better (it is not as blocky), although for many purposes the cloudy noise described here will work fine. So if you are interested in how to make cloudy noise… read on. I will follow up at a later stage with more concrete information about real Perlin noise.