webgl-noise
fr_public
webgl-noise | fr_public | |
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5 | 11 | |
2,699 | 3,329 | |
0.9% | 0.8% | |
0.0 | 0.0 | |
5 months ago | almost 5 years ago | |
C | C++ | |
MIT License | - |
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webgl-noise
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How do you make textures for games WITHOUT drawing them?
you may want to start with (4d cellular) ashima-simplex-noise functions of https://github.com/ashima/webgl-noise as basis function, as this is not convergent+iterative like other procgen functions (that are more like a convergent game-of-life). demos of them are in https://www.shadertoy.com/results?query=ashima&sort=newest&filter=
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Best noise algo for height-mapping continents on a sphere?
Oh nice. I think the GLM noise is actually based off the Ashima Arts + Stefan Gustavson GLSL noise https://github.com/ashima/webgl-noise
- Simplex noise(or any fast smooth noise functions) in godot shaders?
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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!
Oh I see what you mean now. Not saying https://github.com/KdotJPG/OpenSimplex2 isn't safe, just that https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl isn't. Ty for clarifying, makes perfect sense now!
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Biome generation using 7 noise maps. Some generation patterns don't quite make proper sense, but I'm happy with it!
Several years ago when I was experimenting with all of this I found that OpenSimplex was significantly slower than regular Simplex (not sure what library I was using). Maybe it's improved since then? Anyway, I've since moved my noise computation to the GPU and speed is less of an issue for that particular project. I'm currently using the simplex noise function from GLM, which comes from https://github.com/ashima/webgl-noise. Do you have any idea how that compares with the various noise functions you've listed?
fr_public
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.KKRIEGER – Fully Functional Sci-Fi FPS into Just 96kb
It's famous enough to have a Wikipedia article that was previously discussed here: https://news.ycombinator.com/item?id=14409210
Farbrausch has released source code that contains it: https://github.com/farbrausch/fr_public
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Image Synthesis Libs in JS (ideally canvas)
I'm looking for the web equivalent of the 2D operations from werkkzeug3 (more info).
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Average AAA developer
kkrieger was released in 2004 (when developers had had 25 years to understand the intricacies of the x86 architecture), and written using a decently large development tool on Win2000/XP machines.
- Procedural 3D mesh generation in a 64kB intro
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I created self-repairing software
I know python works much differently, but my first thought was - what would happen if you pit this against a source code decimator like lekktor ? Lekktor in particular cuts on unexecuted paths, and even when code compiles, it may not run correctly anymore.
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Farbrausch's Legacy
I found the source of many demos, .kkrieger, .werkkzeug3 and other things: https://github.com/farbrausch/fr_public
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96Kb FPS game
Source Code
- How do you make textures for games WITHOUT drawing them?
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kkrieger: Making an Impossible FPS [in 96k]
haha this line caught my eye: https://github.com/farbrausch/fr_public/blob/master/v2/vsti/midi.cpp#L149
What are some alternatives?
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
rasterizer - A toy software triangle rasterizer
3DWorld - 3D Procedural Game Engine Using OpenGL
64klang - Official 64klang repository
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
image-booth - ES6 module targeting the Photoshop 3 feature set in node & the browser
glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.
demolishedTexture - Generate procedural textures in GLSL-Shader way. Use with demolished or standaone
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Ctrl-Alt-Test - ctrl-alt-test.fr