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Jordan Peck edited this page May 28, 2016
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Copy FastNoise.h and FastNoise.cpp into your project
#include "FastNoise.h"
Using FastNoise to create a 2D heightmap
FastNoise myNoise; // Create a FastNoise object
myNoise.SetNoiseType(FastNoise::SimplexFractal); // Set the desired noise type
float heightMap[32][32]; // 2D heightmap to create terrain
for (int x = 0; x < 32; x++)
{
for (int y = 0; y < 32; y++)
{
heightMap[x][y] = myNoise.GetNoise(x,y);
}
}
- All outputs are approximately bounded from -1.0 to 1.0, except for distance functions on cellular noise
- All noise settings are initialised to sensible values so all noise types will function correctly without any setup
float GetNoise(float x, float y{, float z})
Returns the noise type as set by SetNoiseType()
float GetValue(float x, float y{, float z})
float GetValueFractal(float x, float y{, float z})
float GetGradient(float x, float y{, float z})
float GetGradientFractal(float x, float y{, float z})
float GetSimplex(float x, float y{, float z}{, float w})
float GetSimplexFractal(float x, float y{, float z})
float GetCellular(float x, float y{, float z})
float GetCellularHQ(float x, float y{, float z})
float GetWhiteNoise(float x, float y{, float z}{, float w})
float GetWhiteNoiseInt(int x, int y{, int z}{, int w})