I have like 900 noise algorythms if you want them. I have a thing. Maybe not 900. I Should probably post my utils library if I ever get aroud to tidying it up.
suppose someone wanted to page in chunks of noise, what could someone effectively use to scale the input against? would divide by chunk size work for infinite chunks? any other clever ways to avoid integer input to noise function?
You could use a noise function to set the seed values for a noise function.
That’s sort of my plan for my game. Noise applied across area chunks, which is used (in conjunction with its position values) to seed a noise function to define the stuff in that chunk.
Huh TIL the engine has noise generation classes. Is there a list of stuff never discussed on the forums/not mentioned in the tutorials? I guess the long javadoc list of classes…
Edit: and then you even know context and what library you have to have by a rough guess based on package name. (For example: the above are likely in the terrain plugin.)
I found the jme implementation to be very functional but lacking in documentation when i wanted to extend it. Perlin, improved, simplex, voronoi and sparseDot are the implementations i have. I found reading about them more interesting than anything else. Sparsedot for example. Great for stars and water splashes.
In regard to those, the main advantage of the built in jme noise is the pre and post passes you can add. I havent done those. They are the sugar. The wiki is getting a lot more love these days though.
And on another aside, there are a few noise textures floating about, too. I believe paul uses at least one for his wind and blend functions.