FastNoise_CSharp | FastNoise C# Version | Generator Utils library

 by   Auburn C# Version: Current License: MIT

kandi X-RAY | FastNoise_CSharp Summary

kandi X-RAY | FastNoise_CSharp Summary

FastNoise_CSharp is a C# library typically used in Generator, Generator Utils applications. FastNoise_CSharp has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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              FastNoise_CSharp has a low active ecosystem.
              It has 318 star(s) with 62 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 12 have been closed. On average issues are closed in 336 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of FastNoise_CSharp is current.

            kandi-Quality Quality

              FastNoise_CSharp has 0 bugs and 0 code smells.

            kandi-Security Security

              FastNoise_CSharp has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              FastNoise_CSharp code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              FastNoise_CSharp is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              FastNoise_CSharp releases are not available. You will need to build from source code and install.

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            FastNoise_CSharp Key Features

            No Key Features are available at this moment for FastNoise_CSharp.

            FastNoise_CSharp Examples and Code Snippets

            No Code Snippets are available at this moment for FastNoise_CSharp.

            Community Discussions

            QUESTION

            Smoothing noises with different amplitudes (Part 2)
            Asked 2018-Nov-29 at 15:00

            Well, I'm continuing this question without answer (Smoothing random noises with different amplitudes) and I have another question.

            I have opted to use the contour/shadow of a shape (Translating/transforming? list of points from its center with an offset/distance).

            This contour/shadow is bigger than the current path. I used this repository (https://github.com/n-yoda/unity-vertex-effects) to recreate the shadow. And this works pretty well, except for one fact.

            To know the height of all points (obtained by this shadow algorithm (Line 13 of ModifiedShadow.cs & Line 69 of CircleOutline.cs)) I get the distance of the current point to the center and I divide between the maximum distance to the center:

            ...

            ANSWER

            Answered 2018-Nov-29 at 15:00

            The problem is that the lerp percentage (e.g., from high/low or "red" to "black" in your visualization) is only a function of the point's distance from the center, which is divided by a constant (which happens to be the maximum distance of any point from the center). That's why it appears circular.

            For instance, the centermost point on the left side of the polygon might be 300 pixels away from the center, while the centermost point on the right might be 5 pixels. Both need to be red, but basing it off of 0 distance from center = red won't have either be red, and basing it off the min distance from center = red will only have red on the right side.

            The relevant minimum and maximum distances will change depending on where the point is

            One alternative method is for each point: find the closest white pixel, and find the closest green pixel, (or, the closest shadow pixel that is adjacent to green/white, such as here). Then, choose your redness depending on how the distances compare between those two points and the current point.

            Therefore, you could do this (pseudo-C#):

            Source https://stackoverflow.com/questions/53505973

            QUESTION

            Smoothing random noises with different amplitudes
            Asked 2018-Nov-28 at 22:47

            I have a function that returns a bounded noise. For example, let's imagine that out input range is [-1, 1]. With my method I can return a bounded/in range noise (depending on the biome we are currently).

            ...

            ANSWER

            Answered 2018-Nov-28 at 22:47

            I think this is not the best way to do this.

            But, to everybody that visit this question, you should visit Part 2: Smoothing noises with different amplitudes (Part 2)

            There is a very nice answer.

            Source https://stackoverflow.com/questions/53356072

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install FastNoise_CSharp

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
          • HTTPS

            https://github.com/Auburn/FastNoise_CSharp.git

          • CLI

            gh repo clone Auburn/FastNoise_CSharp

          • sshUrl

            git@github.com:Auburn/FastNoise_CSharp.git

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