FastNoise VS Scattered-Biome-Blender

Compare FastNoise vs Scattered-Biome-Blender and see what are their differences.

InfluxDB - Power Real-Time Data Analytics at Scale
Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
www.influxdata.com
featured
SaaSHub - Software Alternatives and Reviews
SaaSHub helps you find the best software and product alternatives
www.saashub.com
featured
FastNoise Scattered-Biome-Blender
57 5
2,561 21
- -
7.7 0.0
about 1 month ago about 3 years ago
Rust Java
MIT License Creative Commons Zero v1.0 Universal
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

FastNoise

Posts with mentions or reviews of FastNoise. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-27.

Scattered-Biome-Blender

Posts with mentions or reviews of Scattered-Biome-Blender. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-03-08.
  • Procedural noise based object placement in game world
    1 project | /r/proceduralgeneration | 8 Jul 2021
    A jittered grid could work well, if you're dividing your world into chunks. You can take this class (+ all its dependencies), port it to whatever language you need, and instantiate it with the parameters you need. I detailed in this blog post the specific case I used it for.
  • I started a new procedural generation blog! First post: Fast Biome Blending, Without Squareness
    1 project | /r/proceduralgeneration | 13 Mar 2021
    Github Repo: https://github.com/KdotJPG/Scattered-Biome-Blender
  • Question about erosion
    2 projects | /r/proceduralgeneration | 8 Mar 2021
    To generate the point distributions you need, you could probably use this ChunkPointGatherer class I wrote for another project, and its dependency UnfilteredPointGatherer. Port to whatever language you need, of course. Here is my understand of how to implement this:
  • My first try at Procedural Generation, using unity's built in Perlin Noise
    2 projects | /r/proceduralgeneration | 23 Feb 2021
    If you write a function that returns what the biome should be at or near an arbitrary point in the world, then you can evaluate that function at randomly-ish distributed points (with an upper bound on how far apart they can be spaced), and blend over them. I've implemented the blending part here, a user would just need to implement the callback and decide on the parameter values. The parameters are point frequency, and minimum blend radius (or length).
  • Searching for material !
    1 project | /r/proceduralgeneration | 13 Feb 2021
    Blending can be difficult to make fast and not appear griddy at the same time. I did put together a quick blending system a couple weeks ago, though that addresses both of these problems. https://github.com/KdotJPG/Scattered-Biome-Blender It works by sampling a sparse and random-looking distribution of points from an underlying biome query function, then at each block or pixel in the world it considers all evaluation points within a certain circular range. It starts with a minimum circular size that guarantees there will always be at least one point in range, then it adds a user-specified padding to ensure a minimum distance for transition to occur over. It also inherently adds a bit of noisiness to the borders, which is something you may want anyway.

What are some alternatives?

When comparing FastNoise and Scattered-Biome-Blender you can also consider the following projects:

FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates

Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.

OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.

FastLED - The FastLED library for colored LED animation on Arduino. Please direct questions/requests for help to the FastLED Reddit community: http://fastled.io/r We'd like to use github "issues" just for tracking library bugs / enhancements.

LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com

3DWorld - 3D Procedural Game Engine Using OpenGL

glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.

open-builder - Open "Minecraft-like" game with multiplayer support and Lua scripting support for the both client and server

webgl-noise - Procedural Noise Shader Routines compatible with WebGL

UnitySimplexNoise - a compact and functional system for generating complex simplex noise layers for procedural generation [Moved to: https://github.com/tcm151/Unity-Simplex-Noise]

FastNoise2Bindings - Bindings for FastNoise2 noise generation library