For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
w00t, I finally got off my ass and released the first production build of libnoise 1.0.0. It's a library for generating coherent (smoothly changing) noise. It's useful for generating random terrain and textures.
For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
Previous Entry
Terrain texturing
Next Entry
Increasing the resolution of heightmaps
Advertisement
Latest Entries
Per-Patch Textures and Normal Maps
2139 views
Increasing the resolution of heightmaps
4339 views
libnoise 1.0.0 (production version) is out
1172 views
Terrain texturing
2585 views
Terrain with tangent-space normal mapping
5816 views
Adding a basic atmospheric shader
1528 views
Land-o-Rama with shaders and VBOs
1251 views
Oh noes
880 views
Playing with shaders
1217 views
w00t, finished at last!
853 views
Advertisement