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Hi Keijiro,
Thanks for the nice implementation.
I saw your comment regarding the range of the noise in the README, and thought thatb this blogpost may be of interest https://digitalfreepen.com/2…
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Currently the procedural generation is done by using a single Perlin plane. I call this perlin plane seaLevel because if you change the number '2' at the end of Line 50 in Engine.js seen below
https:…
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https://en.wikipedia.org/wiki/Perlin_noise
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**Is your feature request related to a problem? Please describe.**
I have tried writing my generation in the voxel graph but I am not very good at it.
As we now have VoxelGeneratorMultipassCB I wa…
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```import numpy as np
# El codigo a continuacion no es original sino es una adaptacion y estudio del algoritmo mejorado del ruido de Perlin
# Me enfoco en usar el algoritmo con solo la libreria de…
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It would be nice if in the world DSL we had access to the derivative of the noise function.
This would allow one to distinguish between, say, the eastern shore (to place beaches) and western shore (t…
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### Add options for custom/preset height map functions
- Add dropdown options with a [GUI](https://github.com/dataarts/dat.gui) to have different height map functions related to terrain generation; c…
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### Is your feature request related to a problem?
Currently porting a game from godot to GMS and saw that there are no native noise functions.
- SimplexNoise
- PerlinNoise(1-2D)
I use this …
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VGS-Zeroのexamplesをvgsasmでフルアセンブリ言語化して、バグや不足機能のチェックをしつつ、サンプルコードを充実させる。
- [x] 01_hello
- [x] 02_global
- [x] 03_sound
- 04_heavy (不要なのでスキップ)
- [x] 05_sprite256
- [x] 06_save
- [ ] 07_palette
-…
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