UltraNoiseExamples
FastNoise2
UltraNoiseExamples | FastNoise2 | |
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1 | 5 | |
3 | 911 | |
- | - | |
2.6 | 5.4 | |
over 2 years ago | 3 days ago | |
ShaderLab | C++ | |
MIT License | MIT License |
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UltraNoiseExamples
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UltraNoise - An OpenSource Node based processing tool for Unity (link in comments)
UltraNoise ships with various tool like a Mass placement tool and a mesh deformation tool. Get The tool here: https://github.com/KillMobil-SA/UltraNoiseNodeGraph Example Project Here: https://github.com/KillMobil-SA/UltraNoiseExamples
FastNoise2
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Is PerlinNoise overloaded to make procedural maps?
Note the notice at the top of the readme, the author is replacing that library with FastNoise2 which is also SIMD enabled, although the library as a whole is still a work in progress, it claims to have superior performance.
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Starting of a voxel terrain engine
I am using a very fast [noise library](https://github.com/Auburn/FastNoise2). After generating a 64x64 area of noise I turn that into a 64x64x64 array of voxel byte data. I then use my own version of this [greedy meshing algorithm](https://github.com/cgerikj/binary-greedy-meshing).
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How do space games handle the scale without loading screens?
There's a nice GDC talk about noise functions here, and if you're interested in trying things out there's an Open Source noise library written by a No Man's Sky developer here.
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UltraNoise - An OpenSource Node based processing tool for Unity (link in comments)
Very cool! Have you considered using FastNoise2 as a noise source? It's SIMD optimized C++ https://github.com/Auburn/FastNoise2 But they've made C# bindings so there's less native legwork: https://github.com/Auburn/FastNoise2Bindings
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Cricket, a coherent noise generation and manipulation library
Let Simplex 3D use its same gradient generator, but use 1/2 instead of 1/6 for the noise's unskew constant. This rotates the axis angles of the gradient set out of the main noise evaluation planes. I haven't implemented+run this myself, but it is implemented here in FastNoise2 (SIMD library), and I simulated the difference using OpenSimplex2 in this image (bottom with change). The result isn't perfect, but it's much nicer I think. After making this change, either set scale to 32.69428253173828125 to make a proper -1 to 1 range, or bake it into the gradient table directly.
What are some alternatives?
UltraNoiseNodeGraph
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
world - A set of tools for wide world generation and manipulation
Ue4MarchingCubes - 📦3D Perlin Noise using Marching cubes algorithm for Unreal Engine 4📦
TerraGen3D - 3D Procedural Terrain Generation and Texturing Tool in OpenGL/C++ [Moved to: https://github.com/Jaysmito101/TerraForge3D]
FastNoise2Bindings - Bindings for FastNoise2 noise generation library
CDLOD
manta-ray - An open source physically based renderer.
NoiseNormalizer - Uses gradient ascent to attempt to determine the maximum value that a gradient-based coherent noise would generate.
binary-greedy-meshing - Demo: https://www.youtube.com/watch?v=LxfDmF0HxSg
TreeHundred - This is a simple C++ implementation of plant-like structures defined with bracketed OLsystems.