Coherent value/gradient noise with fractal (fBm / ridged) layering.
Noise is the renderer-free algorithm: a CPU-samplable field you can read
directly with Noise#getNoise2d / Noise#getNoise3d for gameplay
(heightmaps, terrain, spawn jitter, flow fields), or feed to a
NoiseTexture2d to bake it into a drawable texture.
Each sample returns a value in the [-1, 1] range. The field is fully
deterministic for a given seed, so the same parameters always reproduce the
same field.
Coherent value/gradient noise with fractal (fBm / ridged) layering.
Noiseis the renderer-free algorithm: a CPU-samplable field you can read directly with Noise#getNoise2d / Noise#getNoise3d for gameplay (heightmaps, terrain, spawn jitter, flow fields), or feed to a NoiseTexture2d to bake it into a drawable texture.Each sample returns a value in the
[-1, 1]range. The field is fully deterministic for a givenseed, so the same parameters always reproduce the same field.