GPUDemos
FastNoise
GPUDemos | FastNoise | |
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1 | 57 | |
12 | 2,571 | |
- | - | |
0.0 | 7.7 | |
almost 2 years ago | 1 day ago | |
ASP.NET | Rust | |
- | MIT License |
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GPUDemos
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A Collection of Compute Shader GPU Simulations [Source Code Included]
All source code can be found here along with further explanation of this project: https://github.com/Wojimus/GPUDemos
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.
What are some alternatives?
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
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
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
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]
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
FastNoise2Bindings - Bindings for FastNoise2 noise generation library