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So I created a binding of FastNoise .

Thats how it looks in gideros:

List of all methods:

Thats how it looks in gideros:

List of all methods:

Gideros only:

- reset() - reset noise parameters to default
- generateTexture(w, h, [filtering, zoff]) - returns grayscaled texture (no wrap support yet)
- generateTileableTexture(w, h, [filtering, zoff]) - returns grayscaled seamless texture (no wrap support yet)
- generateArray(n, [offset]) - returns a table with noise values (n - number of elements, offset - noise offset [optional])

- noise([x, y, z]) - get 1D or 2D or 3D noise value (all parameters optional, defaults: 0)
- noise1D(x) - get 1D noise value
- noise2D(x, y) - get 1D noise value
- noise3D(x, y, z) - get 1D noise value
- whiteNoise4D(x, y, z, w) - get 4D white noise value (others availiable using methods above, just set noise type to Noise.WHITE_NOISE)
- whiteNoise1DInt(x) - get
1D white noise*integer* - whiteNoise2DInt(x, y) - get
2D white noise*integer* - whiteNoise3DInt(x, y, z) - get
3D white noise*integer* - whiteNoise4DInt(x, y, z, w) - get
4D white noise*integer* - simplex4D(x, y, z, w) - get 4D simplex noise

This methods work a bit differently compared to original. - gradientPerturb1D(x) - returns
**modified x** - gradientPerturb2D(x, y) - returns
**modified x, y** - gradientPerturb3D(x, y, z) - returns
**modified x, y, z** - gradientPerturbFractal1D(x) - same as gradientPerturb1D
- gradientPerturbFractal2D(x, y) - same as gradientPerturb2D
- gradientPerturbFractal3D(x, y, z) - same as gradientPerturb3D

- Noise:setNoiseType(noiseType): Default: Noise.SIMPLEX

Sets the type of noise returned by noise()

Possible noise types:- Noise.VALUE

- Noise.VALUE_FRACTAL

- Noise.PERLIN

- Noise.PERLIN_FRACTAL

- Noise.SIMPLEX

- Noise.SIMPLEX_FRACTAL

- Noise.CELLULAR

- Noise.WHITE_NOISE

- Noise.CUBIC

- Noise.CUBIC_FRACTAL

- Noise.VALUE
- Noise:getNoiseType() returns noise type (number [VALUE = 0, VALUE_FRACTAL = 1, PERLIN = 2, PERLIN_FRACTAL = 3, SIMPLEX = 4, SIMPLEX_FRACTAL = 5, CELLULAR = 6, WHITE_NOISE = 7, CUBIC = 8, CUBIC_FRACTAL = 9])
- Noise:setFractalOctaves(n): Default: 3

The amount of noise layers used to create the fractal

Used in all fractal noise generation - Noise:getFractalOctaves() returns number of fractal octaves
- Noise:setInterp(interpolation): Default: Noise.QUINTIC

Changes the interpolation method used to smooth between noise values

Used in Value and Perlin Noise

Possible interpolation methods (lowest to highest quality):- Noise.LINEAR

- Noise.HERMITE

- Noise.QUINTIC

- Noise.LINEAR
- Noise:getInterp() returns interpolation type (number [LINEAR = 0, HERMITE = 1, QUINTIC = 2])
- Noise:setSeed(seed) Default: 1337

Using different seeds will cause the noise output to change

Used in all noise generation - Noise:getSeed() returns generator's seed
- Noise:setFrequency(frequency): Default: 0.01

Affects how coarse the noise output is

Used in all noise generation except White Noise - Noise:getFrequency() returns noise frequency
- Noise:setFractalLacunarity(lacunarity): Default: 2.0

The frequency multiplier between each octave

Used in all fractal noise generation - Noise:getFractalLacunarity() returns noise lacunarity
- Noise:setFractalGain(gain): Default: 0.5

The relative strength of noise from each layer when compared to the last

Used in all fractal noise generation - Noise:getFractalGain() return noise gain
- Noise:setFractalType(noiseType): Default: Noise.FBM

Used in all fractal noise generation

Possible fractal types:- Noise.FBM

- Noise.BILLOW

- Noise.RIGID_MULTI

- Noise.FBM
- Noise:getFractalType() returns noise type (number [FBM = 0, BILLOW = 1, RIGID_MULTI = 2])
- Noise:setCellularDistanceFunction(distanceFunctionType): Default: Noise.EUCLIDEAN

The distance function used to calculate the cell for a given point

Possible distance functions:- Noise.EUCLIDEAN

- Noise.MANHATTAN

- Noise.NATURAL

- Noise.EUCLIDEAN
- Noise:getCellularDistanceFunction() returns distance function type (number [EUCLIDEAN = 0, MANHATTAN = 1, NATURAL = 2])
- Noise:setCellularReturnType(returnType): Default: Noise.CELL_VALUE

What value does the cellular function return from its calculations

Possible return types:- Noise.CELL_VALUE

- Noise.NOISE_LOOKUP

- Noise.DISTANCE

- Noise.DISTANCE_2

- Noise.DISTANCE_2_ADD

- Noise.DISTANCE_2_SUB

- Noise.DISTANCE_2_MUL

- Noise.DISTANCE_2_DIV

NoiseLookup requires another Noise object be set with setCellularNoiseLookup() to function - Noise.CELL_VALUE
- Noise:getCellularReturnType() returns cellular return type (number [CELL_VALUE = 0, NOISE_LOOKUP = 1, DISTANCE = 2, DISTANCE_2 = 3, DISTANCE_2_ADD = 4, DISTANCE_2_SUB = 5, DISTANCE_2_MUL = 6, DISTANCE_2_DIV = 7])
- Noise:setCellularNoiseLookup(Noise): Noise used to calculate a cell value if cellular return type is NoiseLookup

The lookup value is acquired through GetNoise() so ensure you SetNoiseType() on the noise lookup, value, perlin or simplex is recommended. - Noise:getCellularNoiseLookup() returns Noise object that was set by setCellularNoiseLookup() function
- Noise:setCellularDistance2Indices(index0, index1): Default: 0, 1

Sets the 2 distance indicies used for distance2 return types

Note: index0 should be lower than index1

Both indicies must be >= 0, index1 must be < 4 - Noise:setCellularJitter(jitter): Default: 0.45

Sets the maximum distance a cellular point can move from its grid position

Note: Setting this high will make cellular grid artifacts more common - Noise:getCellularJitter() returns cellular jitter value
- Noise:setGradientPerturbAmp(amp): Default: 1.0

Sets the maximum perturb distance from original location when using gradientPerturb() - Noise:getGradientPerturbAmp() returns gradient perturb amplitude.

TestPlugin - Gideros Player.jpg

992 x 661 - 328K

FastNoise_lua_binding - Microsoft Visual Studio.jpg

1451 x 268 - 314K

Likes: MoKaLux, antix, SinisterSoft

SuperShape | Nice blured shapes with shadows | Simple button pad | Simple layer class | Simple UI library | 2D camera lib | Color picker | FPS graph | Dear ImGui | cute_c2

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## Comments

Likes: rrraptor

Likes: rrraptor

P.S. Playing around

Likes: Apollo14, MoKaLux

Oh, does your library make fast 1D noise also? That's very handy for 2D games

From readme:

@hgy29 well, I've spent all day trying to get VS to work, but no success I have compiled lua (5.1) from sources, but again, same error. Is there any tutorial of how to build plugins with qt... I dont even know where to start. I installed qt-opensource-windows-x86-5.10.1 from http://master.qt.io/archive/qt/5.10/5.10.1/qt-opensource-windows-x86-5.10.1.exe

But what now?)

Likes: MoKaLux

Likes: MoKaLux

But, I cant open it?

EDIT:Never mind! I've successfully compiled sample plugin, but my code from 1st post still does not work! Same errors...

But clipper plugin compiles correctly. wtf is going on here...?

LIBS += -L"../../../Sdk/lib/desktop" -llua

And I thought that it is the same as in clipper.pro, but it turns out that I have copied bitop libs path))))

so I guess I just need to add -lgid to make it work

Back to VS In order to link gid.dll in VS I need *.lib and *.dll files, there is no *.lib files in gideros folder (apart from \Gideros\All Plugins\steam\source\vs but it only contatin *.lib without *.dll), so I assume that I need to get it by myself. The question is - how?)

There is a tutorial of how to build gideros from surces but seems like I will only get dll's. Any tips?)

P.S. If you planning to release new version of gideros during this week, please let me know, I also want to add this binding with this release

EDIT:QT build works

Likes: Apollo14, hgy29, SinisterSoft, MoKaLux

@antix can you test 1D noise?)

I've attached a plugin. Put it into "Plugins" folder inside you Gideros installation folder.

API can be found here: https://github.com/Auburns/FastNoise/wikiWORKS ONLY FOR WINDOWSBut it is a little bit different.

For noise functions use FNoise.Noise1D(x) or FNoise.Noise2D(x, y) or FNoise.Noise3D(x, y, z)

For interpolation method (SetInterp) values are:

Binding for 4D WhiteNoise (WhiteNoiseInt) and 4D SimplexNoise is not implemented (sorry, I forgot about these).

Quick "HowTo":

But you may face various issues if you want to use VS, in particular with C++: different compilers may organize C++ internal machinery differently, so interopertaing C++ code from different compilers may not work as expected. For steam the API was pretty much 'C' only between gideros and the plugin.

Anyway, sincere congratulations for your first plugin!

Likes: MoKaLux

Likes: MoKaLux

- being able to generate a full array of noise values in a single call

- being able to make a texture from them, either greyscale or color if supplying a gradient pattern

I've found this in Box2D plugin:

For args, the data is a string containing R,G,B,A values (one byte per channel) for each pixel, so a 4xWidthxHeight char array in C, then you'll just need to:

Likes: rrraptor, SinisterSoft

Likes: rrraptor

In lua, its easy

EDIT:Hmm...why gideros Texture/RenderTarget dont have some sort of "loadPixels" function... It would be useful for realtime texture generation. Instead of creating new texture every time, we create pixel data for existing one.

Likes: rrraptor

The interface looks like that:

filtering (boolean, default - false) indicate that the texture should be filtered [optional]

noiseScale (number, default - 1) noise scale factor [optional]

noiseZOffset (number, default - 0) noise z scroll [optional]

1024x1024 texture generates in 0.3 seconds (i7-2600k).

In realtime generating 256x256 texture EVERY frame drops fps to 40+ (classic Perlin noise)

256x256 using simplex noise gives stable 60 fps

Likes: MoKaLux

A bit of profiling:

Number of tests: 10000000

test1 6.0592579999998

test2 1.9603821000005

Number of tests: 1

test3 0.041751500000146

test4 0.13199930000019

test5 0.49677059999999

test6 1.9523522999998

Test1: generate noise array from lua (len - 1000000)

Test2: generate noise array from C (same len)

Test3: generate

single128x128 textureTest4: generate

single256x256 textureTest5: generate

single512x512 textureTest6: generate

single1024x1024 textureLikes: antix, MoKaLux

https://play.google.com/store/apps/developer?id=razorback456

мій блог по гідерос https://simartinfo.blogspot.com

Слава Україні!

Likes: oleg, MoKaLux

https://github.com/MultiPain/Gideros_FastNoise_binding

I've uploaded sources.

Im absolutely not sure about this original methods:

Also, 1D noise still broken, idk how to fix it. I think I'll just add Perlin and simplex noises for it, without fractals and other stuff.