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Yo dude @whichonespink44
DId you change something with the volcano map file ? these things are fucked up now!!!
A. they floating on water as layer 63 is the last block
B. they made almost completely…
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For this part of the code:
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i % 256;
int jj = j % 256;
int kk = k % 256;
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```
For this part of the code:
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i % 256;
int jj = j % 256;
int kk = k % 256;
…
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```
For this part of the code:
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i % 256;
int jj = j % 256;
int kk = k % 256;
…
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Hey there,
I was wondering if the 3D Simplex noise function is equivalent to the one written by Stefan G. - GLSL-noise-vs-noise.zip - noisebench-old3ds.frag
If not, has anyone ported this JS version…
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> If you'd like to tidy it, or suggest better ways to do things please do via issues/pull reqeusts.
Do you have any photos from the output? I'd love to see a couple in the README (or just here on thi…
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Hi,
I am really looking forward to use joml in all my projects. Most of them are ports of C/C++ codes, where glm is intensively used.
Would it be possible to integrate in joml (some of) the glm func…
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```
For this part of the code:
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i % 256;
int jj = j % 256;
int kk = k % 256;
…
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The feature I'd like to request is the addition of functions that generate 2D or 3D noise, which is useful for generating procedural game content, such as graphics or pseudo-random levels. Minecraft,…
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So there are some pretty nice trees here that i wish to be converted into deco for the biomes.
Prefer this the generation way so it has some random variation in it but the using hardcode schematics is…