I\'m successfully using Perlin noise to generate terrain, clouds and a few other nifty things. However, I\'m now trying to animate a group of flying insects (specifically fireflies), and it was sugges
I\'ve looked high and low for an answer to this, but I haven\'t found anything yet. Here\'s my question:
Actually I am having several questions related to the subject given in the topic title. I am already using Perlin functions to create lightning in my application, but I am not totally happy about my
I have been开发者_如何学Python looking all over the internet on how exactly to use the Perlin noise class (the C version), but I can\'t seem to find anything.
I\'m trying to implement 2D Perlin noise generation in C++, and some implementations I found use no seed at all (here, here or here). Other implementations take a seed value to get different noise dep
I was trying to generate a pseudo-random angle in processing today using noise but it is not working as I would have hoped.
It\'s been well over 20 years since Ken Perlin first invented his noise. Has anybody managed to make a faster kind of 3D noise generator with properties close to Perlin\'s (procedural, natural-looking
I have a 2D map in black-and-white with the white parts that should be above sea-level and the black parts below sea-level. I\'m not sure how to go about generating terrain to fit to that mask. It doe
I\'m trying to implement Improved Noise in my XNA game, but my Improved Noise function keeps returning 0.0f.It\'s the exact same code as Ken Perlin\'s (http://mrl.nyu.edu/~perlin/noise/), just ported
Can someone please describe a common technique used to calculate texture coordinates for a terrain that dynamically changes every frame? I have a perlin noise function implemented in a vertex shader a