FastNoise
Scattered-Biome-Blender
FastNoise | Scattered-Biome-Blender | |
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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 |
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FastNoise
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Using FastNoiseLite (or any GLSL library) in a shader.
If you go to the FastNoiseLite github you'll see there's a FastNoiseLite.glsl file, this file contains the entire library. So to use this in a shader we need to use the new shader #inlude preprocessor. In short, create a new ShaderInclude resource, paste the contents of the FastNoiseLite.glsl file into it and then simply #include it in your shader.
- Procedural terrain generation that isn't so bumpy?
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While working on my game I made a highly optimized Noise Library for C#, I just made it open-source!
FastNoiseLite: ValueNoise, OpenSimplex2, OpenSimplex2S, Perlin, ValueCubic (from https://github.com/Auburn/FastNoiseLite )
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Experimenting with shaped islands and Perlin noise. Video link below.
Fair enough. If it helps, you can drop this into a P5.js sketch without too much friction: https://github.com/Auburn/FastNoiseLite/tree/master/JavaScript
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Has anyone written "Idiot's Guide To FastNoiseLite"?
I suppose I'll compile what I can find here for future searchers: Here's the original github for FNL , it has some images to use as examples but few explanations unless you want to download and run the preview program yourself.
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perlin noise offset
Also take a look at FastNoiseLite if you want better control over noise generation, and for cool examples.
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My second procedural mesh attempt. No vegetation cover yet.
I used this repo: https://github.com/Auburn/FastNoiseLite
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Using noise seeds in a very large world.
Yeah, that's literally what a seed does. It's really odd to me that the unity mathematics one doesn't have a seed. I use this one: FastNoiseLite
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Has Anyone Created Noise (e.g. Perlin, OpenSimplex, etc.) in C# Using the GPU?
I really like this library which appears to have gals implementation. https://github.com/Auburn/FastNoiseLite
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I have created a floating point origin system for my game to allow the player to venture out far beyond what Unity allows for normally (roughly 5000 meters)
For the actual dunes I used fast noise lite ( https://github.com/Auburn/FastNoiseLite ). They have a nice gui app, where you can create noise textures (in my case voronoi noise). Then I apply the height map to the individual terrain tiles. So no fancy procedural Generation is going on here.
Scattered-Biome-Blender
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Procedural noise based object placement in game world
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.
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I started a new procedural generation blog! First post: Fast Biome Blending, Without Squareness
Github Repo: https://github.com/KdotJPG/Scattered-Biome-Blender
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Question about erosion
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:
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My first try at Procedural Generation, using unity's built in Perlin Noise
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).
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Searching for material !
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?
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