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I'm creating a roguelike game which, like most roguelikes, I'm using procedural generation to create my maps (a combination of cellular automata, Random walk and Perlin Noise), which, in my case, is r…
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I am uncertain if this is known issue, but the cellular distance algorithm will output values outside the range of of `-1.0` and `1.0` under normal conditions, specifically with the "hybrid" distance…
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Here we collect a series of algorithms that have been repurposed for generative art
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I noticed that this project is using the Python `noise` library. I've ported the FastNoiseSIMD C++ library, which is a lot faster and more capable, to Python:
https://github.com/robbmcleod/pyfastn…
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The library looks lovely, but I wish it had a Voronoi cellular noise. I have seen a couple of Python implementations of it after all...
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A noise function is a math function that hashes one or more numbers onto a random number or random vector with certain properties that create a desired visual effect. The simplest noise function gives…
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The cellular/voronoi noise generation is great, it is possible to get both distance and cell index. Unfortunely there isn't a way to get the nearest voronoi point/cell center.
**Why is this useful?…
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- [x] Raytracing, raycasting and rasterization?
- [ ] Meshing & isosurface extraction?
- [ ] Culling & visibility?
- [ ] Lighting? (baked & realtime?)
- [ ] Storage?
- [x] Chunks?
- [ ] Octrees?…
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## Analysis Goal (What should be done / analysed?)
I'd like to create a notebook for segmenting the image below. I _think_ a seeded watershed algorithm can do it. Unfortunately, I do not have seeds…
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The 4G modem at AMS keeps falling back to 2G due to poor signal.
We should try upgrade the antenna to see if it helps.