shadergarden
FastNoise
shadergarden | FastNoise | |
---|---|---|
2 | 57 | |
106 | 2,561 | |
0.9% | - | |
0.0 | 7.7 | |
over 1 year ago | about 1 month ago | |
Rust | Rust | |
MIT License | MIT License |
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shadergarden
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Show HN: Shadergarden: Create reloadable graphical pipelines with Lisp and GLSL
Hey HN,
Isaac Clayton again[0]! This summer I worked as an intern at tonari[1] where I developed algorithms for real-time 3D scene construction on the GPU. As a part of my research, I developed a library / tool for prototyping shader-based graphical pipelines on the GPU.
Shadergarden[2] uses GLSL[3] for shaders, but introduces a lisp-like configuration language[4] for chaining shaders (and other transformations) into directed acyclic graphical pipelines.
Hope you enjoy the write up, have a nice day!
PS — If your browser automatically pauses videos, you might need to 'show video controls' to play some of the visualizations.
[0]: https://news.ycombinator.com/item?id=25347140 / https://news.ycombinator.com/item?id=26212491
[1]: https://tonari.no
[2]: https://github.com/tonarino/shadergarden
[3]: https://thebookofshaders.com/
[4]: https://github.com/tonarino/shadergarden/blob/master/LISP.md (When all you have is a compiler, everything's a DSL)
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Announcing Shadergraph, a tool for composing shader pipelines. Powered by GLSL, Lisp, and Rust
I'm thrilled to share a project I've been working on over this summer. Shadergraph allows you to chain shaders together to create live-reloadable graphical pipelines. For lack of a better comparison, it's like a powerful version of Shadertoy that runs locally. If you'd like an introductory dive, I've written a blog post that walks through a couple of examples; if you'd like to give the source code a peek, it's freely available on GitHub.
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?
watchout - Automatically run scripts and reload images
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
liz - Collaborative Lisp coding on Discord
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
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.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
3DWorld - 3D Procedural Game Engine Using OpenGL
glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.
open-builder - Open "Minecraft-like" game with multiplayer support and Lua scripting support for the both client and server
webgl-noise - Procedural Noise Shader Routines compatible with WebGL
UnitySimplexNoise - a compact and functional system for generating complex simplex noise layers for procedural generation [Moved to: https://github.com/tcm151/Unity-Simplex-Noise]