world
FastNoise2
world | FastNoise2 | |
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3 | 5 | |
36 | 911 | |
- | - | |
0.0 | 5.4 | |
about 3 years ago | 3 days ago | |
C++ | C++ | |
MIT License | MIT License |
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world
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I created an open source terrain generator for Unity
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
This project is part of my procedural world generation library that I maintain on github. It aims at making the creation of procedural terrains easier. Currently it's a prototype, I am really curious about how people could use such tools, and which additional features you all think it would be interesting to include in the project.
FastNoise2
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Is PerlinNoise overloaded to make procedural maps?
Note the notice at the top of the readme, the author is replacing that library with FastNoise2 which is also SIMD enabled, although the library as a whole is still a work in progress, it claims to have superior performance.
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Starting of a voxel terrain engine
I am using a very fast [noise library](https://github.com/Auburn/FastNoise2). After generating a 64x64 area of noise I turn that into a 64x64x64 array of voxel byte data. I then use my own version of this [greedy meshing algorithm](https://github.com/cgerikj/binary-greedy-meshing).
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How do space games handle the scale without loading screens?
There's a nice GDC talk about noise functions here, and if you're interested in trying things out there's an Open Source noise library written by a No Man's Sky developer here.
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UltraNoise - An OpenSource Node based processing tool for Unity (link in comments)
Very cool! Have you considered using FastNoise2 as a noise source? It's SIMD optimized C++ https://github.com/Auburn/FastNoise2 But they've made C# bindings so there's less native legwork: https://github.com/Auburn/FastNoise2Bindings
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Cricket, a coherent noise generation and manipulation library
Let Simplex 3D use its same gradient generator, but use 1/2 instead of 1/6 for the noise's unskew constant. This rotates the axis angles of the gradient set out of the main noise evaluation planes. I haven't implemented+run this myself, but it is implemented here in FastNoise2 (SIMD library), and I simulated the difference using OpenSimplex2 in this image (bottom with change). The result isn't perfect, but it's much nicer I think. After making this change, either set scale to 32.69428253173828125 to make a proper -1 to 1 range, or bake it into the gradient table directly.
What are some alternatives?
SimpleHydrology - Procedural Hydrology / River / Lake Simulation
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
TerraGen3D - 3D Procedural Terrain Generation and Texturing Tool in OpenGL/C++ [Moved to: https://github.com/Jaysmito101/TerraForge3D]
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Ue4MarchingCubes - 📦3D Perlin Noise using Marching cubes algorithm for Unreal Engine 4📦
TerraForge3D - Cross Platform Professional Procedural Terrain Generation & Texturing Tool
Terra - Voxel world generation modding platform
UltraNoiseExamples
FastNoise2Bindings - Bindings for FastNoise2 noise generation library
CDLOD