Hi DzzD,
Tons of thanks for your post.
[quote]sry I was not on JGO for a while…
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You are kidding me right ? this noise implementation is a gem.
I would have appreciate using it extensively in-line but you know how it is… I don’t have time to figure out if I should compute all this mess on the fly or use a raster to leave hand for therefore other basic stuff.
I finally use a pre-rendered noise map for my sh…(because I need / was tempted by more tons of octaves-based visual result… :(( ).
I am still planning to use your snippet to complete all this with small in-line extra layers(multiple ways, starfield, extra noise when we are close, etc…).
[quote]probleme come from the discretisation of computation not the computation itself
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Much thanks for your input, I have to admit I am testing this cool stuff with c++(ported, for sure, in no time - one or two lines - thx to your clean coding).
I am still a bit lost with fully reading your optimizations but I like the style, specifically as it is the fastest noise I found so far !
[quote] , so I believe that it wont help more than correcting the integer cubic interpolation implementation
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Wow, this is your job or maybe mine with few month(S) more training on this(need time to understand how to translate this “clean” on various different vector units microcode- spus, gpus… man, tons of exciting efforts ahead - at least for me…;)).
I am definitely giving it a deeper shot asap !
Thanks again,
ok