So the left/right and top/bottom match up with each other?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
It might be good if you can pick a table of colours for it to use when generating the image.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
imho it needs to mature. In my short experience using gideros I found that some classes I had written some weeks ago needed some slight adjustments to make it more flexible, like in your case, some functions parameters needed to be added/removed. So maybe use it for a couple more days (week) and see what you can mature. This was my 2 cents. Anyway your plugin looks AWESOME Can't wait to play with it.
imho it needs to mature. In my short experience using gideros I found that some classes I had written some weeks ago needed some slight adjustments to make it more flexible, like in your case, some functions parameters needed to be added/removed. So maybe use it for a couple more days (week) and see what you can mature. This was my 2 cents.
Sorry @rrraptor more experienced people may give you valuable suggestions. I need to use your plugin for quite a bit, then I could provide some feedback? Thank you for sharing .
@rrraptor sorry to bother. I wanted to refer back to this thread for when I need to do the same (a gideros plugin) but now the first post with all your initial questions is gone and I won't know how to start. That's too bad
@rrraptor very nice man! Pity 1d noise isn't working
Well, you can use Noise:noise(x) or Noise:noise2D(x, 0), should work Better to use "noise2D(x, y)" because it uses actaul 2D functions, where "noise([x, y, z])" uses 3D functions but all parameters are optional and by default = 0.
@rrraptor sorry to bother. I wanted to refer back to this thread for when I need to do the same (a gideros plugin) but now the first post with all your initial questions is gone and I won't know how to start. That's too bad
@rraptor, is your plugin finished ? If so send me the sources and I’ll add it to gideros
No The texture generation should be improved (texture options parameters (wrap, transperentColor etc...) and coloring). I think it will take some time, but if you want to release new version, texture generation can be removed for now. Also, 1D noise should be removed. Sources are there -> https://github.com/MultiPain/Gideros_FastNoise_binding
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
yes, that should be fine. BTW I had to make some changes to your code to make it compile for all platforms: adding Math.h include at the top, checking if M_PI is defined, and changing some 'delete' into 'delete[]'
yes, that should be fine. BTW I had to make some changes to your code to make it compile for all platforms: adding Math.h include at the top, checking if M_PI is defined, and changing some 'delete' into 'delete[]'
It would be good if any randomness could be optionally fixed - I mean so you could specify an optional seed. This would make it good for generating data based on a level number (so everyone sees the same data).
Also, a z direction might be useful (with optional wrapping) so you can create animated data that loops. (by playing through each z frame of data).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Ahh, sorry I didn't see anything to set the seed here:
-- genTex(width, height, filtering, options) -- options (table): texture parameters. Includes standart options like wrap, transparentColor etc. -- noise (table): noise parameters -- xoff (number): offset noise on x axis (optional) -- yoff (number): offset noise on y axis (optional) -- zoff (number): offset noise on z axis (optional) -- min (number): noise minimum value (optional, default: -1) -- max (number): noise maximum value (optional, default: 1) -- colors (table): noise color map -- h (number): color height (from 0 to 1) -- color (table): color in r g b a format (by default - white color)
How do you set the seed? Also, don't forget the os random function work differently between each os. What are you using?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Yes, you would have to generate multiple textures.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
I need to test it more, cuz it is a bit hardcoded.
Likes: hgy29, MoKaLux
https://deluxepixel.com
Likes: SinisterSoft
https://deluxepixel.com
https://deluxepixel.com
I made lua version of colored texture generation.
Example from image:
Likes: MoKaLux, hgy29, SinisterSoft
So maybe use it for a couple more days (week) and see what you can mature.
This was my 2 cents.
Anyway your plugin looks AWESOME Can't wait to play with it.
I've attached plugin (works only on windows). Put into "Plugins" folder and you are ready to go)
Usage:
Colored texture example:
Likes: MoKaLux
Just a question... if exporting directly to APK, will the right stuff be included?
sorry, haven;t tested as I've just been finishing my API Reference reader.
Better to use "noise2D(x, y)" because it uses actaul 2D functions, where "noise([x, y, z])" uses 3D functions but all parameters are optional and by default = 0. No, its not comiled for android. I'll try to compile someday ))) @hgy29 said, he will do it, so you just need to wait Np, I did by myself. I'll try to write step by step guide.
Actualy, there is one already: http://forum.giderosmobile.com/discussion/1025/step-by-step-how-to-write-a-c-plugin-and-deploy-it-to-the-desktop-windows-player
This method still works (I mean VisualStudio), but its impossible to create a plugin that will have class defenition, becouse of that. All you need is QT. You can get it there -> https://wiki.giderosmobile.com/index.php/Compiling_Gideros_Source#1.1_Install_QT
Thats it. Now go to "All pugins" and try to open QT project (*.pro files), and compile it (CTRL+B)
Likes: MoKaLux
Likes: SinisterSoft
The texture generation should be improved (texture options parameters (wrap, transperentColor etc...) and coloring). I think it will take some time, but if you want to release new version, texture generation can be removed for now. Also, 1D noise should be removed.
Sources are there -> https://github.com/MultiPain/Gideros_FastNoise_binding
https://deluxepixel.com
I stacked with parsing lua table in C++
I want to have this format for colors:
lua_objlen will help I guess...
BTW I had to make some changes to your code to make it compile for all platforms: adding Math.h include at the top, checking if M_PI is defined, and changing some 'delete' into 'delete[]'
Also, a z direction might be useful (with optional wrapping) so you can create animated data that loops. (by playing through each z frame of data).
https://deluxepixel.com
https://deluxepixel.com
https://deluxepixel.com
I took it and created a bridge between lua and c++
To set seed from lua you simply do
Likes: SinisterSoft
Finaly, Its done.EDIT: actualy...I forgot to fix tileable texture generation xDEDIT2: probably fixed now
Added texture options support to "generateTexture" and "generateTileableTexture"
and color table support.
@hgy29 I updated files
https://github.com/MultiPain/Gideros_FastNoise_binding/
Likes: SinisterSoft, hgy29
Bottom left: perlin fractal
Right: tileable texture
Likes: MoKaLux, SinisterSoft