SimplexNoise | free Perlin Simplex noise function.All Public Functions | Machine Learning library
kandi X-RAY | SimplexNoise Summary
kandi X-RAY | SimplexNoise Summary
From DevDad and Dedicated to you and Unreal Community. Code is now under MIT License, Use it free for what ever you want. I only request that you mention me in the credits for your game in the way that feels most appropriate to you. This algorithm was originally designed by Ken Perlin, but my code has been adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se) and modified to fit to Unreal Engine 4.
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QUESTION
Background of Question
I am working on a game that is a mix between Europa Universalis 4 and Age of Empires 3. The game is made in JavaScript and utilizes Three.js (r109) library. As of right now I have made randomly generated low-poly terrain with trees and reflective water. In the beginning I want the game to spawn a Navy, represented by a galleon (in screenshot below). I want to make it so when its called to spawn, it will pick a random location within the bounds of the water. The water mesh is represented by a semi-opaque plane spanning the size of the map- with a THREE.Reflector
object underneath it. The terrain is also a plane but has been altered using a SimplexNoise heightmap.
The Question
How do I detect if an x and z position intersects with the water mesh and not the terrain mesh? THREE.Raycaster
seems to be useful for what I am trying to do, but I wan't to know if there is a better solution. If using THREE.Raycaster
is the best option, how would I go about implementing it for this purpose? Should I make an individual THREE.Raycaster
for every object I am doing this with? Keep in mind I'm not placing this object with the mouse, I want to place it with a method that checks the position as stated above.
ANSWER
Answered 2021-Mar-17 at 04:02It's difficult to give specific advice without knowing anything at all about your code, but it sounds like all you need to do is create a collision list for your valid water surfaces and then check that when you want to spawn something.
A very simple jsfiddle is here. It creates a "land" mesh (green) and a "water" mesh (blue), adds the "water" mesh to a variable called collisionList. It then calls a spawn function for coordinates diagonally across both surfaces. The function uses a raycaster to check if the coordinates are over the "water" mesh and spawns a red cube if it is.
Here's the code:
QUESTION
I've been trying to add a (code pen) animation on my website and I'm honestly not sure what I'm missing on this one. I have tried running it in jsfiddle as well and it tells me that delaunay is not defined. https://codepen.io/hduffin1/pen/QOMZJg I'm not too sure what I'm doing wrong since the code works inside of code pen and I have been able to replicate other ones that I've tried using from code pen but for whatever reason, I can't seem to get this one to work.
Html
...ANSWER
Answered 2021-Mar-15 at 03:36When I entered 'https://codepen.io/hduffin1/pen/QOMZJg', 'delaunay.js' is included in the setting.
Add the following script and it should work.
QUESTION
I've been working on this opengl game engine for quite a while now, and I'm making a game in it as well with procedurally generated planets. However, I got some weird problems that I've been stuck on for 3 weeks now.
To generate the planets on the fly, I make use of a material consisting of a tesselation and geometry shader to do the generating in. This way, it's super fast. Now in the tessellation evaluation shader, I use a uniform buffer block to send the parameters for the planet generation to the gpu (which is I believe 48 bytes x number of noise layers).
Now all this works fine on my desktop PC which has a radeon r9 390, and also on my laptop which has a gtx 1060. However, on the following desktop gpu's i get an INVALID_INDEX when calling glGetUniformBlockIndex and obviously it doesn't work as it is trying to generate with incorrect parameters. - gtx 1050 - gtx 1060 - gtx 960 - gtx 970 - rtx 2080
On the following gpu's everything is working fine with no errors: - radeon r9 390 - rx 580 - hd 7770
I don't have any other gpus available to me to test any further.
Now after doing some research I know that there is a limit on how big your uniform buffer block can be, as well as how many and how many components you can have etc. However, considering I brought the max number of layers down to 1 and tested again, the problem still persisted. It also can't be a memory shortage issue because an hd 7770 has only 1 GB of vram, while a 1060 has between 4-6 GB of vram and it still happens on a 1060.
Another thing I found is that shader variables can be optimized out by the driver when the variable does not contribute to the output, and as you will be able to see from the shader code it deffinitely does contribute to the output.
So, onto some code
In the material class there is a CreateUniformBuffer function that gets the index of the uniform buffer block and binds it to a buffer allowing to edit it. Note that the program already crashes after getting INVALID_INDEX so getting the index must be where the issue lies.
...ANSWER
Answered 2020-May-31 at 00:59I figured out that the issue was caused by the int array buffer _random[512] in the SimplexNoise shader file, I'm not sure why this was causing issues on only nvidea gpu's but I am assuming it was some kind of limit it was exceeding on nvideas gpus that caused the entire shader to break without any warnings or errors.
I fixed it by turning this array into another UBO and bind it to index 1.
QUESTION
I have this Codepen demo: The Codepen demo link and I want to transform it into the effect than is on the background of the hero section of this website: The website link
Here are the images that may make this more clear:
I really don't know what to do at all! If someone could have helped me or even created a new Pen it would be awesome!
Thank you so much.
This is the JavaScript codes of the Codepen demo:
...ANSWER
Answered 2017-Sep-17 at 19:08So I did have a look at the site mentioned and did some reverse-engineering, documented here: https://codepen.io/usefulthink/pen/eGpgjL
As you can see in the pen, the original does all of the effect based on an unmodified PlaneBufferGeometry with a custom shader.
Most notably: it doesn't even do any lighting-calculations, but instead just darken the troughs in the geometry:
QUESTION
Here is my canvas on jsfiddle:
https://jsfiddle.net/vzrandom/fkho6grf/8/
I'm using simplex-noise.js and dat.GUI to create movement of particles. There is simulated click on canvas every 5 seconds. On click first animation is coming in background and new animation starts.
My problem is that animation on click starts too abruptly. I would like to have some kind of fade in of particles.
It seems like a simple problem but somehow I can't get it how to make fade in of elements that are inside the canvas - not entire canvas himself.
Entire code is on jsfiddle, here is part that handles the click:
...ANSWER
Answered 2017-Jan-19 at 13:05You need to render to an offscreen canvas.
Just create a second canvas
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