FastNoise
terrain-erosion-3-ways
FastNoise | terrain-erosion-3-ways | |
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57 | 12 | |
2,561 | 753 | |
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7.7 | 0.0 | |
about 1 month ago | over 1 year ago | |
Rust | Python | |
MIT License | 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.
terrain-erosion-3-ways
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Whats the state-of-the-art terrain rendering algorithm?
I have no idea if it's state-of-the-art, but terrain erosion algorithms produce some nice results imo, and they're pretty interesting too. https://github.com/dandrino/terrain-erosion-3-ways
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Check out the terrain in my town defense prototype, taking advantage of the new noise resources in Godot 4
I've been eyeing hydraulic erosion too - have you seen this repo? The third method listed there could work without sacrificing too much generation time. There's also this but it's in GDScript so probably pretty slow. Ideally, you would probably do the erosion in a compute shader. Haven't tried it though!
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Problems with river formation and erosion/deposition using an Eulerian frame: Is it just a matter of fine-tuning a bunch of constants until I get it right?
In the Eulerian approach, I did something like the first approach in Dandrino's "Terrain Erosion Three Ways". The algorithm is a loop of:
- Erosion and other algorithms in chunk-based landscape generation?
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Procedural terrain generation using Rust, Wasm, SIMD, and multithreaded web workers.
You're right that simulation is a great way to get more believable landscapes. Check out for example this demo video of a similar terrain generator that simulates erosion in a second step, or this technical overview of some ways to do that efficiently.
- I feel like I'm having a hard time with rivers. Is there something I should or could fix and what do you do to make your rivers better?
- Three Ways of Generating Terrain with Erosion Features
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Hacker News top posts: Dec 29, 2021
Three Ways of Generating Terrain with Erosion Features\ (0 comments)
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(Un)usual terrain generation
A GitHub project that covers the variety in a nice simple compact manner.
What are some alternatives?
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
spellbook-of-modern-webdev - A Big Picture, Thesaurus, and Taxonomy of Modern JavaScript Web Development
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
clatter - Simplex noise
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.
hydraulic-erosion - Hydraulic erosion based simulation on procedurally generated terrain to make terrain look more natural.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
system-design-primer - Learn how to design large-scale systems. Prep for the system design interview. Includes Anki flashcards.
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
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