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by xyzzy_plugh 1890 days ago
> There are two flavours of noise—Perlin and Simplex.

Value noise? Worley? There's a ton of algorithms, not just Perlin's. I like Pixar's Wavelet more than the patent-free Simplex implementations, which are all kinda disappointing knockoffs.

Value noise is comically easy to implement, and comes in handy in a pinch. Usually loads of artifacts. Perlin noise is also easy but a bit more intricate (my first attempt at a fixed-point implementation got a sign wrong).

Notably I think Minecraft had a buggy implementation of multidimensional noise for a long long time, visible along chunk boundaries in the form of very sharp edges/transitions.

1 comments

Perlin noise is comically easy to import, and it's better than value noise in pretty much every way. It's also not super hard to implement. It's like value noise but with vectors on the plane instead of scalars. There's a tiny bit more math to do, but it's not complicated. If you have done game engine development or linear algebra, it's right up your alley, but also not hard for the general programmer to implement with copy and paste.