open-simplex-noise-js VS polygonjs

Compare open-simplex-noise-js vs polygonjs and see what are their differences.

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open-simplex-noise-js polygonjs
1 175
142 667
- 0.1%
0.0 8.2
over 2 years ago 16 days ago
TypeScript TypeScript
The Unlicense MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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.

open-simplex-noise-js

Posts with mentions or reviews of open-simplex-noise-js. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-29.
  • Keep Swimming
    2 projects | /r/generative | 29 Dec 2022
    I use a javascript library for creative coding called p5.js. Additionally, I use opensimplex noise to determine the "flowlines". These flowlines are what control the position and direction of each individual pill.

polygonjs

Posts with mentions or reviews of polygonjs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-06-01.
  • Show HN: Chess Twist
    2 projects | news.ycombinator.com | 1 Jun 2024
    Yes, minimizing clutter was a priority, and still is. I've tried to avoid those arrows for a long time, but the pawn movements wasn't clear enough without them. And I agree it's not the optimal display.

    Displaying them on some tiles only is something I have not thought of. My first reaction is that it may feel harder to read, as tiles with an arrow may look like they would act differently than those without? We may induce the idea that it has a different purpose. So for now, I'd prefer a solution that would look the same on all tiles, I think that's much easier to parse. But then I should probably give this a try before rejecting it.

    You do have a good point regarding the wood texture, I've tried other textures, but couldn't find a better one yet. But I'm sure that's possible. Nevertheless for now, you can also display different skins: https://imgur.com/a/zitKlpz

    And thanks a lot for mentioning the four colour theorem. I'm looking at its wikipedia page now. I'm sure I came across it many times before, but I did not think about it when tackling this part of the problem. My implementation is here is anyone can spot my mistake: https://github.com/polygonjs/polygonjs/blob/master/src/engin...

  • Show HN: Checkers Twist – The game Checkers/Draughts/Dames on an irregular grid
    1 project | news.ycombinator.com | 3 May 2024
    - some corners will connect less than 4 tiles. This does the opposite of the previous point, as this removes diagonals. This limits your moves in a specific direction, but can also protect you from your opponents. It's the kind of features that can be used both as a defense and as attack.

    And the boards are procedurally generated, so you can play unique games each time (or you can re-use the same boards if you like). It is done with my engine Polygonjs ( https://polygonjs.com/ ), and if you're curious about how the grid is built, here is an example scene you can play with: https://polygonjs.com/gui/irregular_quad_relaxation/edit .

    The game is not free on Steam/iOS, but the demo has no time limit, it just gives you a handful of boards to play with.

    I hope that's fun!

    - Trailer: https://www.youtube.com/watch?v=GAfUvwuLueI

  • On the importance to make games during the game engine's development
    3 projects | news.ycombinator.com | 27 Feb 2024
    That's the path I took with Polygonjs ( https://polygonjs.com ), and a game I've just released ( https://polyreplay.com/minesweepertwist ), with more coming shortly.

    But it didn't start like that. It only started as a tool I could use to deliver client projects, as I was trying to become a freelance for interactive 3D scenes for the web.

    Project after project ( some examples here: https://polygon-lab.com/ ), I could improve Polygonjs. Then I found clients who would be interested enough to buy licenses, and would give valuable feedback which would help the project grow even more.

    And a few clients asking for not just interactive sites, but also games. This pushed Polygonjs further, and after several games released, it definitely qualifies as a game engine.

    So this is generally an advice I give to people who want to become freelancers. Build a tool that solves a problem in your space, as this gives you an edge, and you'll also get the chance to confront that tool to reality, which will help it - and you - grow. This becomes a virtuous circle very quickly.

  • Threestudio – A unified framework for 3D content generation
    2 projects | news.ycombinator.com | 15 Dec 2023
  • how can I convert a 3D model into an SDF, a signed distance field
    1 project | /r/blenderhelp | 9 Dec 2023
    You can have a look how I do it in Polygonjs (which is a node-based design tool based on threejs), in this example scene.
  • ThreeJS capabilities
    1 project | /r/threejs | 4 Dec 2023
    If you're familiar with Houdini, I invite you to try Polygonjs, which is based on threejs and inspired by Houdini. You can basically build threejs in a procedural way, with just nodes.
  • I’m starting to get into generative media and visual making and I want to know what software to use other than touchdesigner.
    1 project | /r/generative | 28 Jun 2023
    You could try Polygonjs. It's inspired by Houdini, so has a lot in common with TouchDesigner (it's fully node-based, you can create audio reactive apps), and it works on the web, which makes scenes very easy to share.
  • Help me out ya’ll. Spline 3D vs Dora 3D?
    2 projects | /r/Spline3D | 23 Jun 2023
    Can I invite you to try Polygonjs as well?
  • Sdf – Generate 3D meshes based on SDFs
    2 projects | news.ycombinator.com | 22 Jun 2023
    you can generate an SDF from a mesh with [Polygonjs](https://polygonjs.com). Here is an [example scene](https://polygonjs.com/examples/bynode:mat:raymarchingbuilder...).

    It won't generate a function, though. Instead it creates a 3D texture which is used inside the raymarching material. In my experience this is much more performant, and also art-directable.

    (disclaimer, I'm building Polygonjs)

  • Need help for job
    1 project | /r/3Dmodeling | 14 Jun 2023
    It sounds like you need a dynamic system that runs in the browser. Maybe try Polygonjs ( https://polygonjs.com )? The the 3rd interactive scene on the front page gives an idea of a dynamic model. I run it, if that of interest, happy to give more examples

What are some alternatives?

When comparing open-simplex-noise-js and polygonjs you can also consider the following projects:

mapgen4 - Mapgen4 procedural wilderness map generator

trois - ✨ ThreeJS + VueJS 3 + ViteJS ⚡

plantarium - Create plants in your browser using nodes

nodes-io - A new way to create with code.

Noisekun - :headphones: Web page for listen combinations of sounds for relax, sleep, or getting more productive on tasks.

lume - GPU-powered 3D HTML. ✨🧊 <lume-box size="1 2 3">

graph-dungeon-generator - A simple graph-based procedural dungeon generator.

lume - 🔥 Static site generator for Deno 🦕

Eigengrau-s-Essential-Establishment-Generator - A town generator that is suitable for out of the box play in any fantasy TTRPG setting.

react - A wrapper component that allows you to utilise P5 sketches within React apps.

simplex-noise.js - A fast simplex noise implementation in Javascript / Typescript.

Spector.js - Explore and Troubleshoot your WebGL scenes with ease.

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