Noise-Extras
world
Noise-Extras | world | |
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22 | 3 | |
23 | 36 | |
- | - | |
4.4 | 0.0 | |
3 months ago | about 3 years ago | |
Java | C++ | |
Creative Commons Zero v1.0 Universal | MIT License |
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Noise-Extras
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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
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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.
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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
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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.
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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).
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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!
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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.
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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
world
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I created an open source terrain generator for Unity
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
What are some alternatives?
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
TinyEngine - Tiny OpenGL Wrapper / 3D Engine in C++
SimpleHydrology - Procedural Hydrology / River / Lake Simulation
gaseous-giganticus - This program procedurally generates gas giant cubemap textures for the game Space Nerds In Space. https://www.patreon.com/smcameron
TerraGen3D - 3D Procedural Terrain Generation and Texturing Tool in OpenGL/C++ [Moved to: https://github.com/Jaysmito101/TerraForge3D]
webgl-noise - Procedural Noise Shader Routines compatible with WebGL
TerraForge3D - Cross Platform Professional Procedural Terrain Generation & Texturing Tool
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
Terra - Voxel world generation modding platform
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.