Noise (bandpassed white)

Hmm, when generating textures like clouds and terrain it helps to know a little about the effects of noise colouring, distortion and how it can be fun to mess around with to produce different results.

And thinking back to clouds, isn’t the very reason you see clouds down to the low frequency bias, with the overtones creating the fuzziness.

I think it would help to show the differences visually though, or even better yet, produce an app to demonstrate it. I learned a lot just by tweaking my 2d noise generator. This could be the difference between generating really mundane levels or elaborate worlds that feel like they’ve been really well designed IMO.

I agree with what philfrel said about having components at various periods, and experimentation is key. When I was at uni I remember toying around rending series upon series of sine waves, some directional, some radial, until (I swear) it looked like plasma. Of course that wasn’t the memorable part, the memorable part was when I made a few small modifications and … err … it stopped looking awesome and had to investigate and figure out what on Earth was going on :smiley: Still don’t know how I did it :frowning:

In terms of good, I think it’s key to remember that these random values can be feeding into game behaviour. This could be what gives flavour to your map generation algorithm. The more applicable and relative to games the examples are the more that people will digest and be able to use it.

No doubt experience is all important for creating effects and the theory is of marginal use. My thinking is more geared toward choosing what set of base generators to use. Precomputed effects is easy: improved gradient if you want to quickly bang stuff out based on other peoples work (as pretty much everything is written to gradient noise) and/or simplex noise. The ‘better’ noise methods are too expensive for fast turn around to be useful IHMO. The trickier part is for runtime generated stuff.

OK. I made a first pass at a second pass. Any better or still wankery?

Many improvements! :slight_smile:

Fixed some typo’s. Completed “brief” and added a sketch for gradient noise.

Would love to get some more feedback as to what can be done to make the visualizer I started [http://www.java-gaming.org/topics/simplex-noise-experiments-towards-procedural-generation/27163/view.html] something you’d consider adding as a link on the main page of this wiki.

P.S., I’m seriously looking at “open sourcing” the project on GitHub, making the emphasis more on helping devs write and test a wider range of textures. (Just figured out “perspective” but haven’t integrated it yet.)

This is almost always a very good idea! Do this, (I’d be intrested too :slight_smile: but mind licensing!) ;D

Hey, it’s a wiki…do it yourself! Seriously I was thinking this is getting about as long as is reasonable and that talking about basics of using noise should be on another page and have code-snippets like your tutorial. There no reason why your tool shouldn’t be linked from both.

Doh! Looky there. A “modify” button on the first post.

Tossed together a quick WebGL demo (link in overview).

Shouldn’t it be 2^n? I’m not sure that’s why I’m asking…


1D = 2^1 = 2 vertices
2D = 2^2 = 4 vertices
3D = 2^3 = 8 vertices
4D = 2^4 = 16 vertices
...

Yeah. Pretty sure now.

I’m seeing 2^n in what you’ve quoted…check your browser and/or the source that you’re seeing. I see that it’s wrong in the simplex noise part though (reading n^2)…sigh.

Yeah, I’ve modified it in the first part already ^^

Wait! You…fixed…it…and Wait! You corrected the second error as well? Someone understands the concept of a wiki! I’m so happy I could cry. (nice catch).

Glad to make someone happy ;D

Shouldn’t it be 2^n? I’m not sure that’s why I’m asking…


1D = 2^1 = 2 vertices
2D = 2^2 = 4 vertices
3D = 2^3 = 8 vertices
4D = 2^4 = 16 vertices
...

Yeah. Pretty sure now.

I’m seeing 2^n in what you’ve quoted…check your browser and/or the source that you’re seeing. I see that it’s wrong in the simplex noise part though (reading n^2)…sigh.

Yeah, I’ve modified it in the first part already ^^

Wait! You…fixed…it…and Wait! You corrected the second error as well? Someone understands the concept of a wiki! I’m so happy I could cry. (nice catch).

Glad to make someone happy ;D