world-engine
OpenSimplex2
world-engine | OpenSimplex2 | |
---|---|---|
2 | 24 | |
13 | 529 | |
- | - | |
2.7 | 4.6 | |
18 days ago | 3 months ago | |
C# | Java | |
The Unlicense | Creative Commons Zero v1.0 Universal |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
world-engine
-
Some of the results of my work-in-progress tool to generate random tile-based worlds. (More info in comments)
At the moment there's only the repository: https://github.com/Kinurr/world-engine
OpenSimplex2
- Sweeping Quad Lines - Gallery One
-
I finally nailed the smooth rotation of a noise field. No unsteady or flickering edges anymore. No quality loss no matter what the actual rotation angle is.
Wow you have been playing with noise for a while :) . It amazes me all the different noises that exist now.. Perlin, Simplex, OpenSimplex, OpenSimplex2S, OpenSimplex2F, Worley... If you are curious about OpenSimplex https://github.com/KdotJPG/OpenSimplex2
-
Some of the results of my work-in-progress tool to generate random tile-based worlds. (More info in comments)
Probably true, although a neat repo for open simplex is https://github.com/KdotJPG/OpenSimplex2
-
Value Noise Resources
This may not answer what you're actually looking for - but a few years ago I found a library for coherent noise in Java, which at least meets my needs. I use bits and pieces of the Open Simplex Noise implementation from that library. It's unlicense/CC0, so easily copy-paste-able straight in to one's own project. https://github.com/KdotJPG/OpenSimplex2/
-
Question about OpenSimplex2S
So I was looking for a noise function, and I found this repo from the author of the OpenSimplex algorithm. And in the GLSL implementation, which is the one I'm gonna use, since I want to generate terrain with compute shaders, the function%20%7B) looks like this:
-
How would you loop a 3D noise?
If you want to feel safer from that, you might opt to use one of these instead. Use the ImproveXY endpoint to get a Z that repeats after 500.5626833874055. Go up one directory and into the glsl directory if you need GLSL versions instead .
- C# Simplex noise library offering 1D, 2D, and 3D forms
-
Map + River generation using the "Lanczos Value-Noise" I wrote [Details in the comments]
Fair. I definitely agree Simplex has some characteristics that don't work great in some places. Especially when you threshold near zero of a single octave. Have you tried OpenSimplex2S? It's made to be less "bubbly" than standard simplex. In own repo, In FastNoiseLite, [Shader preview (3D noise)[https://www.shadertoy.com/view/ttdGR8]. Both the 2D function and 2D slices of the 3D function might be worth looking into if you haven't yet.
-
Need some help making the GLSL implementation of OpenSimplex2 tileable
Here's a link to the original implementation: github.com/KdotJPG/OpenSimplex2/blob/master/glsl/OpenSimplex2.glsl
- Oh cool, i just found this sub reddit and had a few questions on my current project.
What are some alternatives?
Syllabore - A fantasy name generator that does not use pre-made lists of names
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.
simplex - Simplex noise implementation offering 1D, 2D, and 3D forms.
webgl-noise - Procedural Noise Shader Routines compatible with WebGL
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
3DWorld - 3D Procedural Game Engine Using OpenGL
Lanczos-Noise - The source of a version of Value Noise using Lanczos-Resampling for Interpolation
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
adventure-demo
NoiseNormalizer - Uses gradient ascent to attempt to determine the maximum value that a gradient-based coherent noise would generate.