open-builder
FastNoise
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open-builder | FastNoise | |
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2 | 57 | |
689 | 2,541 | |
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1.0 | 7.8 | |
about 1 year ago | 17 days ago | |
C++ | Rust | |
GNU General Public License v3.0 only | MIT License |
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open-builder
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Generating vertices for non-basic blocks help (Beginner)
Another method I think I noticed (probably not, not really sure what I'm talking about) is from Hopson97's open-builder game open-builder/chunk_vertex.glsl at master · Hopson97/open-builder · GitHub where texture coords are stored in the vertex shader. Would the idea for other block types for the above method to have a 2d array of the other block types textures like doors etc? Not sure about this method cause doesn't this require a vertex buffer which the "figured out an optimization" guy says is slow. If so that doesn't seem very sustainable.
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Some early gameplay from my voxel game: Wanderers
For example, in this Notch article, he discussed using trilinear interpolation to speed up noise evaluation as well as to smooth out rough parts. But I tested, and both of his problems actually came mostly from using too many noise octaves. Minecraft used 16 octaves for each noise channel, and 8 octaves for the blending noise, when just 5-6 and 2-3 would be enough. The rest of the speed problems could be solved by implementing something to skip noise evaluations when they wouldn't matter, at least above/below max/min biome height if not dynamic octave skipping. See this screenshot difference.
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?
BetterSpades - BetterSpades, an Ace of Spades client targeted at low end systems (GL/ES 1.1). Runs on your grandmother's rig!
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
DarkflameServer - The main repository for the Darkflame Universe Server Emulator project.
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
PolyMC-Offline - Fork of PolyMC with offline patches for personal use.
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.
Yuescript - A Moonscript dialect compiles to Lua.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
buildcache - A build cache
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
OCRemote - Computer-based storage and automation system for modded Minecraft
3DWorld - 3D Procedural Game Engine Using OpenGL