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github.com/KdotJPG/OpenSimplex2
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Functions
291 in github.com/KdotJPG/OpenSimplex2
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Functions
291
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Types & classes
76
Method
Grad3
(double dx, double dy, double dz)
_old/java/legacy/OpenSimplex.java:334
Method
Grad3
(double dx, double dy, double dz)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:2141
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/csharp/OpenSimplex2S.cs:1057
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/csharp/OpenSimplex2F.cs:843
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/csharp/legacy/OpenSimplex.cs:746
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/java/OpenSimplex2S.java:737
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/java/OpenSimplex2F.java:505
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/java/legacy/OpenSimplex.java:343
Method
Grad4
(double dx, double dy, double dz, double dw)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:2148
Method
Initializer
_old/cpp/OpenSimplex2S.cpp:12
Method
LatticePoint2D
_old/cpp/OpenSimplex2S.cpp:353
Method
LatticePoint2D
(int xsv, int ysv)
_old/csharp/OpenSimplex2S.cs:1000
Method
LatticePoint2D
(int xsv, int ysv)
_old/csharp/OpenSimplex2F.cs:779
Method
LatticePoint2D
(int xsv, int ysv)
_old/java/OpenSimplex2S.java:686
Method
LatticePoint2D
(int xsv, int ysv)
_old/java/OpenSimplex2F.java:447
Method
LatticePoint3D
_old/cpp/OpenSimplex2S.cpp:364
Method
LatticePoint3D
(int xrv, int yrv, int zrv, int lattice)
_old/csharp/OpenSimplex2S.cs:1014
Method
LatticePoint3D
(int xrv, int yrv, int zrv, int lattice)
_old/csharp/OpenSimplex2F.cs:793
Method
LatticePoint3D
(int xrv, int yrv, int zrv, int lattice)
_old/java/OpenSimplex2S.java:698
Method
LatticePoint3D
(int xrv, int yrv, int zrv, int lattice)
_old/java/OpenSimplex2F.java:459
Method
LatticePoint4D
_old/cpp/OpenSimplex2S.cpp:376
Method
LatticePoint4D
(int xsv, int ysv, int zsv, int wsv)
_old/csharp/OpenSimplex2S.cs:1025
Method
LatticePoint4D
(int xsv, int ysv, int zsv, int wsv)
_old/csharp/OpenSimplex2F.cs:806
Method
LatticePoint4D
(int xsv, int ysv, int zsv, int wsv)
_old/java/OpenSimplex2S.java:707
Method
LatticePoint4D
(int xsv, int ysv, int zsv, int wsv)
_old/java/OpenSimplex2F.java:470
Method
LatticeVertex4D
(int xsv, int ysv, int zsv, int wsv)
csharp/OpenSimplex2S.cs:1174
Method
LatticeVertex4D
(int xsv, int ysv, int zsv, int wsv)
java/OpenSimplex2S.java:1132
Method
Noise2
* 2D SuperSimplex noise, standard lattice orientation. */
_old/csharp/OpenSimplex2S.cs:59
Method
Noise2
* 2D Simplex noise, standard lattice orientation. */
_old/csharp/OpenSimplex2F.cs:59
Method
Noise2
* 2D OpenSimplex2S/SuperSimplex noise, standard lattice orientation. */
csharp/OpenSimplex2S.cs:51
Method
Noise2
* 2D Simplex noise, standard lattice orientation. */
csharp/OpenSimplex2.cs:52
Method
Noise2_ImproveX
* 2D OpenSimplex2S/SuperSimplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical
csharp/OpenSimplex2S.cs:67
Method
Noise2_ImproveX
* 2D Simplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical. * Probably s
csharp/OpenSimplex2.cs:68
Method
Noise2_UnskewedBase
* 2D OpenSimplex2S/SuperSimplex noise base. */
csharp/OpenSimplex2S.cs:79
Method
Noise2_UnskewedBase
* 2D Simplex noise base. */
csharp/OpenSimplex2.cs:80
Method
Noise2_XBeforeY
* 2D SuperSimplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical.
_old/csharp/OpenSimplex2S.cs:74
Method
Noise2_XBeforeY
* 2D Simplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical. * Pr
_old/csharp/OpenSimplex2F.cs:74
Method
Noise3_Classic
* 3D Re-oriented 8-point BCC noise, classic orientation * Proper substitute for what 3D SuperSimplex "should" be, * in light of Forb
_old/csharp/OpenSimplex2S.cs:132
Method
Noise3_Classic
* 3D Re-oriented 4-point BCC noise, classic orientation. * Proper substitute for 3D Simplex in light of Forbidden Formulae. * Use no
_old/csharp/OpenSimplex2F.cs:127
Method
Noise3_Fallback
* 3D OpenSimplex2S/SuperSimplex noise, fallback rotation option * Use Noise3_ImproveXY or Noise3_ImproveXZ instead, wherever appropriate. *
csharp/OpenSimplex2S.cs:250
Method
Noise3_Fallback
* 3D OpenSimplex2 noise, fallback rotation option * Use Noise3_ImproveXY or Noise3_ImproveXZ instead, wherever appropriate. * They have less
csharp/OpenSimplex2.cs:188
Method
Noise3_ImproveXY
* 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations. * The
csharp/OpenSimplex2S.cs:205
Method
Noise3_ImproveXY
* 3D OpenSimplex2 noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations. * The Z coordinate
csharp/OpenSimplex2.cs:143
Method
Noise3_ImproveXZ
* 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations. * The
csharp/OpenSimplex2S.cs:229
Method
Noise3_ImproveXZ
* 3D OpenSimplex2 noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations. * The Y coordinate
csharp/OpenSimplex2.cs:167
Method
Noise3_UnrotatedBase
* Generate overlapping cubic lattices for 3D Re-oriented BCC noise. * Lookup table implementation inspired by DigitalShadow. * It was actual
csharp/OpenSimplex2S.cs:267
Method
Noise3_UnrotatedBase
* Generate overlapping cubic lattices for 3D OpenSimplex2 noise. */
csharp/OpenSimplex2.cs:202
Method
Noise3_XYBeforeZ
* 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations.
_old/csharp/OpenSimplex2S.cs:153
Method
Noise3_XYBeforeZ
* 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations.
_old/csharp/OpenSimplex2F.cs:148
Method
Noise3_XZBeforeY
* 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations.
_old/csharp/OpenSimplex2S.cs:176
Method
Noise3_XZBeforeY
* 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations.
_old/csharp/OpenSimplex2F.cs:171
Method
Noise4_Classic
* 4D SuperSimplex noise, classic lattice orientation. */
_old/csharp/OpenSimplex2S.cs:237
Method
Noise4_Classic
* 4D OpenSimplex2F noise, classic lattice orientation. */
_old/csharp/OpenSimplex2F.cs:232
Method
Noise4_Fallback
* 4D SuperSimplex noise, fallback lattice orientation. */
csharp/OpenSimplex2S.cs:506
Method
Noise4_Fallback
* 4D OpenSimplex2 noise, fallback lattice orientation. */
csharp/OpenSimplex2.cs:348
Method
Noise4_ImproveXYZ
* 4D SuperSimplex noise, with XYZ oriented like Noise3_Fallback * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2S.cs:493
Method
Noise4_ImproveXYZ
* 4D OpenSimplex2 noise, with XYZ oriented like Noise3_Fallback * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2.cs:335
Method
Noise4_ImproveXYZ_ImproveXY
* 4D SuperSimplex noise, with XYZ oriented like Noise3_ImproveXY * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2S.cs:455
Method
Noise4_ImproveXYZ_ImproveXY
* 4D OpenSimplex2 noise, with XYZ oriented like Noise3_ImproveXY * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2.cs:297
Method
Noise4_ImproveXYZ_ImproveXZ
* 4D SuperSimplex noise, with XYZ oriented like Noise3_ImproveXZ * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2S.cs:474
Method
Noise4_ImproveXYZ_ImproveXZ
* 4D OpenSimplex2 noise, with XYZ oriented like Noise3_ImproveXZ * and W for an extra degree of freedom. W repeats eventually. * Recommended
csharp/OpenSimplex2.cs:316
Method
Noise4_UnskewedBase
* 4D SuperSimplex noise base. * Using ultra-simple 4x4x4x4 lookup partitioning. * This isn't as elegant or SIMD/GPU/etc. portable as other a
csharp/OpenSimplex2S.cs:521
Method
Noise4_UnskewedBase
* 4D OpenSimplex2 noise base. */
csharp/OpenSimplex2.cs:360
Method
Noise4_XYBeforeZW
* 4D SuperSimplex noise, with XY and ZW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Y (or Z and W) are ho
_old/csharp/OpenSimplex2S.cs:252
Method
Noise4_XYBeforeZW
* 4D OpenSimplex2F noise, with XY and ZW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Y (or Z and W)
_old/csharp/OpenSimplex2F.cs:247
Method
Noise4_XYZBeforeW
* 4D SuperSimplex noise, with XYZ oriented like noise3_Classic, * and W for an extra degree of freedom. * Recommended for time-varied animations
_old/csharp/OpenSimplex2S.cs:281
Method
Noise4_XYZBeforeW
* 4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, * and W for an extra degree of freedom. W repeats eventually. * Rec
_old/csharp/OpenSimplex2F.cs:276
Method
Noise4_XZBeforeYW
* 4D SuperSimplex noise, with XZ and YW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Z (or Y and W) are ho
_old/csharp/OpenSimplex2S.cs:266
Method
Noise4_XZBeforeYW
* 4D OpenSimplex2F noise, with XZ and YW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Z (or Y and W)
_old/csharp/OpenSimplex2F.cs:261
Method
OpenSimplex
()
_old/csharp/legacy/OpenSimplex.cs:45
Method
OpenSimplex
(long seed)
_old/java/legacy/OpenSimplex.java:29
Method
OpenSimplex2
()
csharp/OpenSimplex2.cs:502
Method
OpenSimplex2F
(long seed)
_old/csharp/OpenSimplex2F.cs:29
Method
OpenSimplex2F
(long seed)
_old/java/OpenSimplex2F.java:23
Function
OpenSimplex2F_noise2_XBeforeY
* 2D Simplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical. * Probably slightly
_old/c/OpenSimplex2F.c:682
Function
OpenSimplex2F_noise3_XYBeforeZ
* 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations. * The Z coordina
_old/c/OpenSimplex2F.c:716
Function
OpenSimplex2F_noise3_XZBeforeY
* 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations. * The Y coordina
_old/c/OpenSimplex2F.c:738
Function
OpenSimplex2F_noise4_XYBeforeZW
* 4D OpenSimplex2F noise, with XY and ZW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Y (or Z and W) are hor
_old/c/OpenSimplex2F.c:883
Function
OpenSimplex2F_noise4_XYZBeforeW
* 4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, * and W for an extra degree of freedom. W repeats eventually. * Recommended for tim
_old/c/OpenSimplex2F.c:911
Function
OpenSimplex2F_noise4_XZBeforeYW
* 4D OpenSimplex2F noise, with XZ and YW forming orthogonal triangular-based planes. * Recommended for 3D terrain, where X and Z (or Y and W) are hor
_old/c/OpenSimplex2F.c:897
Method
OpenSimplex2S
_old/cpp/OpenSimplex2S.cpp:20
Method
OpenSimplex2S
(long seed)
_old/csharp/OpenSimplex2S.cs:29
Method
OpenSimplex2S
(long seed)
_old/java/OpenSimplex2S.java:24
Method
OpenSimplex2S
()
csharp/OpenSimplex2S.cs:609
Method
OpenSimplexUnoptimized
()
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:33
Method
eval
(double x, double y)
_old/java/legacy/OpenSimplex.java:52
Method
eval
(double x, double y)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:72
Method
eval3_XYBeforeZ
(double x, double y, double z)
_old/java/legacy/OpenSimplex.java:108
Method
eval3_XYBeforeZ
(double x, double y, double z)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:196
Method
eval3_XZBeforeY
(double x, double y, double z)
_old/java/legacy/OpenSimplex.java:121
Method
eval3_XZBeforeY
(double x, double y, double z)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:209
Method
eval4_XYBeforeZW
(double x, double y, double z, double w)
_old/java/legacy/OpenSimplex.java:192
Method
eval4_XYBeforeZW
(double x, double y, double z, double w)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:780
Method
eval4_XYZBeforeW
(double x, double y, double z, double w)
_old/java/legacy/OpenSimplex.java:210
Method
eval4_XYZBeforeW
(double x, double y, double z, double w)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:798
Method
eval4_XZBeforeYW
(double x, double y, double z, double w)
_old/java/legacy/OpenSimplex.java:201
Method
eval4_XZBeforeYW
(double x, double y, double z, double w)
_old/java/legacy_unoptimized/OpenSimplexUnoptimized.java:789
Method
evaluate3_Base
(double xs, double ys, double zs)
_old/csharp/legacy/OpenSimplex.cs:550
Method
fastFloor
_old/cpp/OpenSimplex2S.cpp:347
Method
fastFloor
(double x)
_old/csharp/OpenSimplex2S.cs:339
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