Abstract
Procedural Content Generation gained importance together with the rapid increase in video computer game industry. Procedural terrain generation, which is a sub-category of procedural content generation, is used to generate terrains for games. However, it is inadequate to use terrain generation in strategy games, as it does not support tiling. This study aims to generate 3d hexagonal tiled terrains using procedural terrain generation methods using Perlin noise. This method can also be used as a filter algorithm to tile terrains that have already been generated.
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