public bool StartGame (double max, double min, int seed, int numberOfSites, double ParsedContinentFrequency, double ParsedBiomeFrequency, int ParsedOctaves, double ParsedLacunarity, double ParsedPersistence) { Debug.Log ("Starting the game, Max is:" + max); Max = max; Min = min; Seed = seed; NumberOfSites = numberOfSites; baseContinentNoise = new Perlin (ParsedContinentFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium); baseContinentSubtractNoise = new Scale (3, 1, 3, baseContinentNoise); Subtract sub = new Subtract (baseContinentNoise, baseContinentSubtractNoise); perturbedContinentNoise = new Turbulence (1, sub); mountainNoise = new RiggedMultifractal (ParsedBiomeFrequency, ParsedLacunarity, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium); baseFlatTerrainNoise = new Billow (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium); flatTerrainNoise = new ScaleBias (0.25, -0.75, baseFlatTerrainNoise); terrainTypeNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Low); finalTerrainNoise = new Select (flatTerrainNoise, mountainNoise, terrainTypeNoise); finalTerrainNoise.SetBounds (0, 1000); finalTerrainNoise.FallOff = .5; finalTerrainNoiseMinusContinentNoise = new Subtract(finalTerrainNoise,perturbedContinentNoise); heatNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium); moistureNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, -seed, LibNoise.Unity.QualityMode.Medium); return BuildGraph (); }