SimplexNoise 2.0.0

`dotnet add package SimplexNoise --version 2.0.0`
`NuGet\Install-Package SimplexNoise -Version 2.0.0`
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
`<PackageReference Include="SimplexNoise" Version="2.0.0" />`
For projects that support PackageReference, copy this XML node into the project file to reference the package.
`paket add SimplexNoise --version 2.0.0`
`#r "nuget: SimplexNoise, 2.0.0"`
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
```// Install SimplexNoise as a Cake Addin

// Install SimplexNoise as a Cake Tool
#tool nuget:?package=SimplexNoise&version=2.0.0```

Simplex Noise

Simplex Noise implementation offering 1D, 2D, and 3D forms w/ values in the range of 0 to 255. Based on work by Heikki Törmälä (2012) and Stefan Gustavson (2006). Core algorithm designed by Ken Perlin (2001).

What does this library provide?

This library provides 1D, 2D, and 3D simplex noise, which is useful for procedural content generation - for example, terrain and particles in game development or visual media in movies. Compared to classic Perlin noise, simplex noise has no noticable directional artefacts, and has a well-defined and continuous (coherent) gradient. This means content will be visually smoother, with a lower computational complexity especially at higher orders.

Computations use the following r^2 values to determine kernel contribution:

Order Value
1D 1.0
2D 0.5
3D 0.6

Why use simplex noise?

Classic noise has problems with non-uniformity throughout its domain of definition, particularly for 2D planar slices of 3D and 4D noise, it has visible axis-aligned artefacts, it is expensive to compute for 4D and up, and its derivative in 3D and 4D is a very complicated high order polynomial.

Simplex noise is several times faster to compute, particularly for 4D and up, it does not have nearly as many visual problems with non-uniformity and axis-aligned artefacts, and it has a simple polynomial derivative everywhere, even for higher dimensions.

Simplex noise looks better, but different, and is thus visually incompatible with classic Perlin noise. The difference in feature size and range of values can easily be compensated for by a few simple scaling multiplications, but the different visual character might change the visual result of shaders that depend heavily on one or two components of noise. (Fractal sums of several noise components should still look about the same, though.)

Example of implementation

``````Simplex.Noise.Seed = 209323094; // Optional
int length = 10, width = 15;
float scale = 0.10f;
float[,] noiseValues = Simplex.Noise.Calc2D(length, width, scale);
``````

API

• Simplex.Noise.Seed - Arbitrary integer seed used to generate lookup table used internally.
• float[] Simplex.Noise.Calc1D - returns an array containing 1D Simplex noise
• float[,] Simplex.Noise.Calc2D - returns an array containing 2D Simplex noise
• float[,,] Simplex.Noise.Calc3D - returns an array containing 3D Simplex noise
• float Simplex.Noise.CalcPixel1D - returns the value of an index of 1D simplex noise
• float Simplex.Noise.CalcPixel2D - returns the value of an index of 2D simplex noise
• float Simplex.Noise.CalcPixel3D - returns the value of an index of 3D simplex noise
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.
.NET Core netcoreapp1.0 was computed.  netcoreapp1.1 was computed.  netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 is compatible.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed.
.NET Standard netstandard1.0 is compatible.  netstandard1.1 was computed.  netstandard1.2 was computed.  netstandard1.3 was computed.  netstandard1.4 was computed.  netstandard1.5 was computed.  netstandard1.6 was computed.  netstandard2.0 is compatible.  netstandard2.1 was computed.
.NET Framework net40 is compatible.  net403 was computed.  net45 is compatible.  net451 was computed.  net452 was computed.  net46 was computed.  net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 is compatible.  net48 was computed.  net481 was computed.
MonoAndroid monoandroid was computed.
MonoMac monomac was computed.
MonoTouch monotouch was computed.
Tizen tizen30 was computed.  tizen40 was computed.  tizen60 was computed.
Universal Windows Platform uap was computed.  uap10.0 was computed.
Windows Phone wp8 was computed.  wp81 was computed.  wpa81 was computed.
Windows Store netcore was computed.  netcore45 was computed.  netcore451 was computed.
Xamarin.iOS xamarinios was computed.
Xamarin.Mac xamarinmac was computed.
Xamarin.TVOS xamarintvos was computed.
Xamarin.WatchOS xamarinwatchos was computed.
Compatible target framework(s)
• .NETCoreApp 2.2

• No dependencies.
• .NETFramework 4.0

• No dependencies.
• .NETFramework 4.5

• No dependencies.
• .NETFramework 4.7.2

• No dependencies.

• .NETStandard 2.0

• No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.