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i am decently new to coding and was wondering if there was any way to have this do random terrain generation, because at the moment the terrain that appears is always exactly the same
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**[Original report](https://bitbucket.org/rude/love/issue/997) by Zauber Paracelsus (Bitbucket: [zauberparacelsus](https://bitbucket.org/zauberparacelsus), GitHub: [zauberparacelsus](https://github.co…
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_This issue was originally filed by @unicomp21_
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I've ported it to dart, and now it runs ~10x slower. The original javascript implementation is here
https://github.com/unicomp21/perlin-noise.js…
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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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Line 31 begins:
```
if (clearBefore) {
var b = this._options.border;
this._context.fillStyle = bg;
if (this._options.tileColor) {this._context.clearRect(x*tileWidth, y*tileHeight, tileWi…
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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 SimplexNoise class seems to produce a regular patten, not noise.
The screenshot below compares my own [Simplex noise code](https://github.com/AMagill/noise) on top, with the vector_math SimplexNo…
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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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```
Implement the noise related opcodes for procedural texturing. This is also our
chance to apply
any improvements to the old perlin style noise we are currently using.
There was some talk of call…
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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;
…