Perlin noise

New releases and general discussions.

Post » Sun Jul 19, 2009 10:34 am

I am hereby being lazy and requesting a Perlin Noise implementation in form of a plugin.

Potential uses to consider: terrain generation, height maps, texturing (clouds, nebulae etc.)

Payment: My firstborn (if I ever give birth to one).
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Post » Sun Jul 19, 2009 12:08 pm

Might want to take a look at Simplex Noise.
[url:3ghzicut]http://en.wikipedia.org/wiki/Simplex_noise[/url:3ghzicut]
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Post » Sun Jul 19, 2009 1:30 pm

Low overhead, that indeed looks like a better alternative.
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Post » Mon Jul 20, 2009 11:36 pm

Now that the Reply button is back >_< I can reply.

How do you need the data? as a rendered sprite? stuffed in a Matrix? as a behavior to query?
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Post » Tue Jul 21, 2009 1:14 am

Given that a distort map's vertices give a nice matrix already.... I'd say sprite.
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Post » Tue Jul 21, 2009 3:44 am

Doing a noise effect (shader) would probably yield the same effect as just loading a prerendered noise sprite.
How would this be different?
(I'm trying to figure out the best way to tackle this)
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Post » Tue Jul 21, 2009 5:29 am

Oh wait scratch that sprites are a terrible idea, your limited on how big the map can be set.
I guess your just going to have to judge by what it might be used for versus how big a draw it would be on the system. I have no idea how much juice a shader would take, and we all know that a huge sprite is just about un-usable.
Some things to keep in mind. The texture doesnt necessarily have to be rendered in real time, but any kind of animation, or blur would take up huge amounts of vram. Although a tileable noise might fix some of that.
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Post » Tue Jul 21, 2009 9:03 am

I need the numbers the most, so it could output an array. It can then be converted into heightmap or something by another plugin, while the noise itself could be used for [u:2gzx4igw]procedural generation of dungeons, caves, celestial features[/u:2gzx4igw] et cetera.

An example of texture could be background image (a nebula, stars etc.), that is randomly generated each time you visit a new star (yes, I have space exploration game in mind as well). Hopefully a seed can be preserved to regenerate the same noise on demand.

Why not just let the user decide what output he wants? In properties, he'd choose either numeric output in form of array (export numbers into an existing Array object?) or an image (with a few settings such as colors, grayscale, alpha etc., export into a Sprite object?).

Knowing the difficulty of above implementation, I'd be perfectly happy with numeric output only.

P.S.: There is a number of functions that are quite a boon in game development that would expand Construct's feature light in a positive way.
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Post » Tue Jul 21, 2009 2:55 pm

You could also potentially send an image to the image manipulator and get the values of each pixel.
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Post » Tue Jul 21, 2009 3:22 pm

[quote="Arima":g0nxiumj]You could also potentially send an image to the image manipulator and get the values of each pixel.[/quote:g0nxiumj]

Yep I do that in my terrain generator, but its terribly slow tho...
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