Noise-Extras
LearnOpenGL
Noise-Extras | LearnOpenGL | |
---|---|---|
22 | 624 | |
23 | 10,261 | |
- | - | |
4.4 | 3.8 | |
3 months ago | 11 days ago | |
Java | C++ | |
Creative Commons Zero v1.0 Universal | GNU General Public License v3.0 or later |
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.
Noise-Extras
-
how to stack noise layers for more interesting landscape
If it helps, I wrote an implementation inspired by this here: https://github.com/KdotJPG/Noise-Extras/blob/master/OpenSimplex2S_Exp.java
-
While working on my game I made a highly optimized Noise Library for C#, I just made it open-source!
Periodicity is definitely a limitation of Simplex, at least without complicated skew adjustments. I wouldn't say this limitation should hold the noise back for non-periodic applications, but it certainly can't be ignored when it does come to them.
-
How can I Make a Procedural 2d Map that Loops at Borders?
Yep! You also need to slightly adjust the grid skew so that the corners of your target square/rectangle coincide with vertices on the noise grid. Example implementation: https://github.com/KdotJPG/Noise-Extras/blob/master/OpenSimplex2S_ImprovedXZPlanes_TileableXZ.java
-
Does anyone have a good library for Exponential Distributed Noise and/or Amortized Noise with derivatives in c#?
I have this https://github.com/KdotJPG/Noise-Extras/blob/master/OpenSimplex2S_Exp.java but it's up to you whether or not you'd consider it a good library.
-
New Blog Post! "The Perlin Problem: Moving Past Square Noise"
Tileability is an issue, you're right. Perhaps I should have made a note on that in the article. I've made some progress in the code at this link to bring proper tileability to simplex-type. It's quite usable as-is, but it does still need work to become the best it can. In particular I need to take a closer look at performance (I accounted hard for the grid re-skewing in a way that won't make much difference given a sufficiently-large repeat period), configurability (tileable in either 2 or 3 axes), quality (mostly I could improve the primes in the hash function I used), and variety (bring this to more algos/dimensionalities).
-
Wind direction from noise map?
Either way /u/pds314 I would look for a good simplex-type noise impl that supports derivatives. Here's one. Alternatively, here's a domain-rotated Perlin which addresses its square artifacts by rotating them out of the evaluation plane of focus through the extra dimension. In this, use X and Y of the 3D "ImproveXY" function" or X and Z of the 3D "ImproveXZ" function for derivatives. In the OpenSimplex2S, you can just use the 2D function with derivatives.
- Noisy map, but smooth beaches! My new algorithm!
-
Added 3D Noise and Blend Modes to my GLSL Noise library (gl-Noise)! Used it to make a Planet Generator. Demo and GitHub in comments!
Code for the domain rotation in Java is here. There are various wrappers. You would want one of the methods noise4_ImproveXYZ_ImproveXY, noise4_ImproveXYZ_ImproveXZ, or noise4_ImproveXYZ. You could copy the code from these wrappers directly, or convert it to matrix form to write it compactly in GLSL. For example, noise4_ImproveXYZ_ImproveXZ would be this. Note that I'm using left multiplication so the column-major constructor format can be rearranged to show up the way you would typically write the matrix when doing linear algebra if doing right multiplication.
-
How do I avoid the "2^64 variations of one continent" problem?
Depends on: this. Would also work well with this, or also this if you adapt to its features.
- Perlin noise Voxel planets + Caves
LearnOpenGL
- Learn OpenGL eBook
-
LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
[1]: https://learnopengl.com/
-
Making Small Games, Which Is Fun in Itself
I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive.
Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?
-
Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
-
Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
-
Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
https://learnopengl.com
- I’m Bored AF!
-
Looking to get started
and then https://learnopengl.com/
- Ajutor in privinta incercarii a face un joc
-
Is a bounding volume a mesh? (for visualization)
I'm reading the guest article about frustum culling on learnopengl.com and there's a video demonstrating how it works and for debug purposes they have a bunch of spheres turning red or green which I assume means they're being culled or not so my question is if I wanted to do this do I have to make a mesh for whatever bounding volume shape or is there a specific method for something like this?
What are some alternatives?
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
raylib - A simple and easy-to-use library to enjoy videogames programming
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
gaseous-giganticus - This program procedurally generates gas giant cubemap textures for the game Space Nerds In Space. https://www.patreon.com/smcameron
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
webgl-noise - Procedural Noise Shader Routines compatible with WebGL
sokol - minimal cross-platform standalone C headers
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
bevy - A refreshingly simple data-driven game engine built in Rust
world - A set of tools for wide world generation and manipulation
SFML - Simple and Fast Multimedia Library