Path Towards Terrain Generation #354
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I was the one who wrote the wrapper for FastNoiseLite and with the help of someone else got it merged into the engine. I'm aware Auburn has the GLSL library. See #48. Ultimately, I went with IQ's algorithm for the second world noise implementation for its natural looking terrain. The world noise in its current form is just a visual gimmick for a background, without any possibility of collision. I don't want to build on it, or even encourage its use by users. It's expensive and only useful for demos. There's a cheaper way to do it. I'd rather focus our efforts in a different direction: Here's what I want to do, and would appreciate the help in these areas:
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I tried this recently with promising results:
https://github.com/Auburn/FastNoiseLite/tree/master/GLSL
Frankly, I prefer the standard, in house Terrain3D noise, so far. It just looks more natural. But it's really interesting that FNL is an option entirely within the shader. I wanted to make sure you were aware of the pure GLSL version of the FNL project. I've added a 'fastnoiselite.gdshaderinc' into the tools directory of the build (it's just an exact 1:1 copy of the code at that link), and can include it fine into current tests, and performance seems pretty good.
Using a very simple FNL noise definition for that test. Interesting stuff. I might add a 'noise supplier' option to test with so we can more easily switch between 'Terrain3D in-house noise' and 'FastNoiseLite generated noise' for side by side comparisons.
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