FastNoise
TinyEngine
FastNoise | TinyEngine | |
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57 | 9 | |
2,561 | 955 | |
- | - | |
7.7 | 0.0 | |
about 1 month ago | 2 months ago | |
Rust | C++ | |
MIT License | - |
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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.
TinyEngine
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Meandering River Erosion Simulation
The full code is available here. Written in C++ with TinyEngine.
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Simulating Wind on Procedural Terrain using GPU Accelerated Lattice Boltzmann Method [Article + Source]
You can find an article explaining how this works on my blog here and a terrain-based implementation here. For more detailed source code on the LBM method, check out the examples here.
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Simulated Wind over Terrain
This is a simulation of wind flow over procedural terrain using my own GPU accelerated implementation of the lattice boltzmann method. All implemented and visualized in TinyEngine (by me). Terrain generated using SimpleHydrology (also by me). The source for this is not released (yet!). This scene is 100% procedural.
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Real-Time Voronoi Cubemap Shader [Reference Code]
[Source Code]
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How to render a spherical Voronoi diagram to a cube map?
I went ahead and made you a reference implementation. You can find it here. It's pretty short, and by the shaders you should understand how it works. Instance render 3D quads using centroids as attribdivisors, then reposition the quad vertices correctly, manually write to the cubemap depth buffer and whatever you want to the colorbuffer.
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Here's this cool "Tiny" opengl wrapper / game engine I found
Here the link to the github repo: https://github.com/weigert/TinyEngine I thought it seemed neat and think I may use it for some future projects.
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I created a tiny library that lets you embed filesystems into your C++11 executable for shipping resources like shaders with zero modifications to your code! Info in comments.
I have already integrated this into my personal engine TinyEngine (simply by making all file loading interfaces use stdio.h FILE* style interfaces). Any program built with this system can use either a real, relative file system or be built to have a virtual snapshot embedded into the executable!
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Procedural Plate Tectonics using Clustered Convection [Article + Source]
The visualization of the dynamic data was made using my own TinyEngine.
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Lowering Driver-Overhead to Increase Frame-Rates with Vertex Pooling [Article + Source]
So I wrote an article on it here. You can find the code here.
What are some alternatives?
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
xray-16 - Improved version of the X-Ray Engine, the game engine used in the world-famous S.T.A.L.K.E.R. game series by GSC Game World. Join OpenXRay! ;)
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
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.
krabsetw - KrabsETW provides a modern C++ wrapper and a .NET wrapper around the low-level ETW trace consumption functions.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
3DWorld - 3D Procedural Game Engine Using OpenGL
Drawpile - A collaborative drawing program