package core:math/noise
Overview
OpenSimplex2 noise implementation.
Ported from https://github.com/KdotJPG/OpenSimplex2. Copyright 2022 Yuki2 (https://github.com/NoahR02)
OpenSimplex2 noise implementation.
Ported from [[ https://github.com/KdotJPG/OpenSimplex2 }]. Copyright 2022 Yuki2 https://github.com/NoahR02
Index
Constants (0)
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Variables (0)
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Procedure Groups (0)
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Types
Constants
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Variables
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Procedures
noise_2d ¶
2D Simplex noise, standard lattice orientation.
noise_2d_improve_x ¶
2D Simplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps, unless your map is centered around an equator. It's a subtle difference, but the option is here to make it an easy choice.
noise_3d_fallback ¶
3D OpenSimplex2 noise, fallback rotation option
Use noise_3d_improve_xy
or noise_3d_improve_xz
instead, wherever appropriate.
They have less diagonal bias. This function's best use is as a fallback.
noise_3d_improve_xy ¶
3D OpenSimplex2 noise, with better visual isotropy in (X, Y).
Recommended for 3D terrain and time-varied animations.
The Z coordinate should always be the "different" coordinate in whatever your use case is.
If Y is vertical in world coordinates, call noise_3d_improve_xz(x, z, Y)
or use noise_3d_xz_before_y
.
If Z is vertical in world coordinates, call noise_3d_improve_xz(x, y, Z)
.
For a time varied animation, call noise_3d_improve_xz(x, y, T)
.
noise_3d_improve_xz ¶
3D OpenSimplex2 noise, with better visual isotropy in (X, Z).
Recommended for 3D terrain and time-varied animations.
The Y coordinate should always be the "different" coordinate in whatever your use case is.
If Y is vertical in world coordinates, call noise_3d_improve_xz(x, Y, z)
.
If Z is vertical in world coordinates, call noise_3d_improve_xz(x, Z, y)
or use noise_3d_improve_xy
.
For a time varied animation, call noise_3d_improve_xz(x, T, y)
or use noise_3d_improve_xy
.
noise_4d_fallback ¶
4D OpenSimplex2 noise, fallback lattice orientation.
noise_4d_improve_xyz ¶
4D OpenSimplex2 noise, with XYZ oriented like noise_3d_fallback
and W for an extra degree of freedom. W repeats eventually.
Recommended for time-varied animations which texture a 3D object (W=time)
where there isn't a clear distinction between horizontal and vertical
noise_4d_improve_xyz_improve_xy ¶
4D OpenSimplex2 noise, with XYZ oriented like noise_3d_improve_xy
and W for an extra degree of freedom. W repeats eventually.
Recommended for time-varied animations which texture a 3D object (W=time)
in a space where Z is vertical.
noise_4d_improve_xyz_improve_xz ¶
4D OpenSimplex2 noise, with XYZ oriented like noise_3d_improve_xz
and W for an extra degree of freedom. W repeats eventually.
Recommended for time-varied animations which texture a 3D object (W=time)
in a space where Y is vertical.
Procedure Groups
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Source Files
Generation Information
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