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** Suggestion Title **
Don't use trilinear interpolation for terrain generation
** Describe your suggestion **
Noticing commit c2b95e4c8a79ffbfe2a03d7a4c191e41bbf89dec from yesterday.
I woul…
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This looks like a very useful project and I like the name. One thing I did notice, though, is that it is using older Perlin noise for its noise. Perlin noise is smooth, but it produces a lot of 45 and…
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Hello @MasatoMakino ! First off, I'd like to start off by saying EXCELLENT job on this demo! Keep up the GREAT work!
Secondly, can you please add a 3D terrain splatmap shader that allows for 256 co…
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It would be very cool indeed to expose Minetest's inbuilt noise primitives in a practical worldeditadditions command.
The API documentation can be found here: https://github.com/minetest/minetest/b…
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I'm trying to find a way to scale the Perlin noise "grid cell size" in order to get "smaller blobs" where possible. This is what my normal Perlin noise looks like at scale = 1 aka (x0, y0, z0) = (0,0,…
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As mentioned in #102 the output range of OpenSimplex needs to be fixed.
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Hi, I am using the ts-shader-loader plugin in webpack and not sure how to use the @import feature.
```
@import ./classic-perlin-3d.glsl
uniform float time;
uniform vec3 colorStart;
uniform vec3…
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### Actual behavior
Using the same seed but a different size generates entirely different worlds.
50X50X5 with seed 20
![50x50x5 seed 20](https://cloud.githubusercontent.com/assets/21107149/223…
Dan54 updated
7 years ago
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Like some reddit user said.
- Something like ambient occlusion maybe and better lighting in general
- Higher res "textures". Maybe finer noise overlaying the larger noise?
- More realistic movement?
-…
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### Version
5.22
### Link to Minimal Reproduction
_No response_
### Steps to Reproduce
```
var noise = getNoiseHelper();
var xData = [];
var yData = [];
noise.seed(Math.random());
function g…