6/9/2023 0 Comments Perlin noise c![]() Using C++'s random api, using bitshift-modified coordinates as the seed, but this is very slow in practice and is too reliant on the exact implementations of the C++ random number generators, which may or may not guarantee the same sequence of numbers across platforms.I have come across two options to do this: I need an alternative that is portable in C++, meaning that I will get the same noise for the same seed on different systems. This requires a different method to pick the gradient vector. In games that require an infinite procedural world, however, this is not an acceptable tradeoff. ![]() In vanilla perlin noise, the texture repeats after 256 coordinates, due to the way it picks a gradient vector.
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