4 ms·
Very nice! Any plans to extend it to support more noise types and 1D and 4D variants? This may serve for inspiration: https://github.com/Auburns/FastNoiseSIMD h
by virtualritz 8y ago
Very nice! Any plans to extend it to support more noise types and 1D and 4D variants?
This may serve for inspiration:
https://github.com/Auburns/FastNoiseSIMD https://github.com/Auburns/FastNoiseSIMD
- toxik 8y agoOT but I keep reading "fart noise"
- gameswithgo 8y agoThe author of that is a good friend! I was showing him my SIMD C++ noise library and that inspired him to make that (which is much much better than the thing I had hacked together in c++) Doing SIMD accelerated 1D noise is probably pointless, as it will be so fast. I could add scalar versions of 1d though. I'm up for 4D potentially if anyone has some use cases.
- virtualritz 8y ago4D ist commonly utilized for any 3D use case that needs to vary over time. Likewise, 3D noise is also used for 2D that needs to vary over time.
- gameswithgo 8y agoYeah I understand that being the stated reason I've just not seen it actually done very often as the performance/memory use is an issue. I've been surveying some people though and a couple people are actually using it, looks like!
- joshuafcole 8y agoAnother interesting usecase is generating seamlessly tiling noise [1]. Admittedly this is usually done in advance where slower performance is fine, but fully or mostly procedural games could really benefit from it. Combining this with prime number-sized layered textures [2] gets you a very organic looking texture with only an upfront rendering cost, making it plausible to generate high resolution unique textures for everything in a game on the fly. [1] https://gamedev.stackexchange.com/a/23639 https://gamedev.stackexchange.com/a/23639 [2] https://news.ycombinator.com/item?id=2419347 https://news.ycombinator.com/item?id=2419347