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Functions291 in github.com/KdotJPG/OpenSimplex2

MethodfastFloor
(double x)
_old/csharp/OpenSimplex2F.cs:430
MethodinitGradients
_old/cpp/OpenSimplex2S.cpp:807
MethodinitLatticePoints
_old/cpp/OpenSimplex2S.cpp:391
Functionmain
_old/c/test_OpenSimplex2F.c:71
Methodnew
(xsv: i32, ysv: i32, zsv: i32, wsv: i32)
rust/smooth.rs:803
Functionnoise2
2D OpenSimplex2S/SuperSimplex noise, standard lattice orientation. */
rust/smooth.rs:47
Methodnoise2
* 2D SuperSimplex noise, standard lattice orientation. */
_old/cpp/OpenSimplex2S.cpp:43
Methodnoise2
2D SuperSimplex noise, standard lattice orientation.
_old/java/OpenSimplex2S.java:52
Methodnoise2
2D Simplex noise, standard lattice orientation.
_old/java/OpenSimplex2F.java:51
Methodnoise2
2D Simplex noise, standard lattice orientation.
java/OpenSimplex2.java:50
Methodnoise2
2D OpenSimplex2S/SuperSimplex noise, standard lattice orientation.
java/OpenSimplex2S.java:47
Methodnoise2_Base
* 2D SuperSimplex noise base. * Lookup table implementation inspired by DigitalShadow. */
_old/cpp/OpenSimplex2S.cpp:71
Methodnoise2_Base
* 2D SuperSimplex noise base. * Lookup table implementation inspired by DigitalShadow. */
_old/csharp/OpenSimplex2S.cs:88
Methodnoise2_Base
* 2D Simplex noise base. * Lookup table implementation inspired by DigitalShadow. */
_old/csharp/OpenSimplex2F.cs:88
Functionnoise2_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.
rust/smooth.rs:63
Methodnoise2_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 slightly less opt
java/OpenSimplex2.java:66
Methodnoise2_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. Probabl
java/OpenSimplex2S.java:63
Methodnoise2_XBeforeY
* 2D SuperSimplex noise, with Y pointing down the main diagonal. * Might be better for a 2D sandbox style game, where Y is vertical. * Probably slig
_old/cpp/OpenSimplex2S.cpp:58
Methodnoise2_XBeforeY
2D SuperSimplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly les
_old/java/OpenSimplex2S.java:66
Methodnoise2_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 less opt
_old/java/OpenSimplex2F.java:65
Methodnoise3_BCC
* Generate overlapping cubic lattices for 3D Re-oriented BCC noise. * Lookup table implementation inspired by DigitalShadow. * It was actually faste
_old/cpp/OpenSimplex2S.cpp:185
Methodnoise3_BCC
* Generate overlapping cubic lattices for 3D Re-oriented BCC noise. * Lookup table implementation inspired by DigitalShadow. * It wa
_old/csharp/OpenSimplex2S.cs:197
Methodnoise3_BCC
* Generate overlapping cubic lattices for 3D Re-oriented BCC noise. * Lookup table implementation inspired by DigitalShadow. * It wa
_old/csharp/OpenSimplex2F.cs:192
Methodnoise3_Classic
* 3D Re-oriented 8-point BCC noise, classic orientation * Proper substitute for what 3D SuperSimplex would be, * in light of Forbidden Formulae. *
_old/cpp/OpenSimplex2S.cpp:119
Methodnoise3_Classic
3D Re-oriented 8-point BCC noise, classic orientation Proper substitute for what 3D SuperSimplex would be, in light of Forbidden Formulae. Use noise3_
_old/java/OpenSimplex2S.java:121
Methodnoise3_Classic
3D Re-oriented 4-point BCC noise, classic orientation. Proper substitute for 3D Simplex in light of Forbidden Formulae. Use noise3_XYBeforeZ or noise3
_old/java/OpenSimplex2F.java:115
Functionnoise3_Fallback
3D OpenSimplex2S/SuperSimplex noise, fallback rotation option Use noise3_ImproveXY or noise3_ImproveXZ instead, wherever appropriate. They hav
rust/smooth.rs:256
Methodnoise3_Fallback
3D OpenSimplex2 noise, fallback rotation option Use noise3_ImproveXY or noise3_ImproveXZ instead, wherever appropriate. They have less diagonal bias.
java/OpenSimplex2.java:181
Methodnoise3_Fallback
3D OpenSimplex2S/SuperSimplex noise, fallback rotation option Use noise3_ImproveXY or noise3_ImproveXZ instead, wherever appropriate. They have less d
java/OpenSimplex2S.java:233
Functionnoise3_ImproveXY
3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coord
rust/smooth.rs:213
Methodnoise3_ImproveXY
3D OpenSimplex2 noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be
java/OpenSimplex2.java:136
Methodnoise3_ImproveXY
3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate sh
java/OpenSimplex2S.java:188
Functionnoise3_ImproveXZ
3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coord
rust/smooth.rs:236
Methodnoise3_ImproveXZ
3D OpenSimplex2 noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be
java/OpenSimplex2.java:160
Methodnoise3_ImproveXZ
3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate sh
java/OpenSimplex2S.java:212
Methodnoise3_XYBeforeZ
* 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y). * Recommended for 3D terrain and time-varied animations. * The Z coordina
_old/cpp/OpenSimplex2S.cpp:141
Methodnoise3_XYBeforeZ
3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate shoul
_old/java/OpenSimplex2S.java:141
Methodnoise3_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 coordinate shoul
_old/java/OpenSimplex2F.java:135
Methodnoise3_XZBeforeY
* 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z). * Recommended for 3D terrain and time-varied animations. * The Y coordina
_old/cpp/OpenSimplex2S.cpp:164
Methodnoise3_XZBeforeY
3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate shoul
_old/java/OpenSimplex2S.java:163
Methodnoise3_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 coordinate shoul
_old/java/OpenSimplex2F.java:157
Methodnoise4_Base
* 4D SuperSimplex noise base. * Using ultra-simple 4x4x4x4 lookup partitioning. * This isn't as elegant or SIMD/GPU/etc. portable as other approache
_old/cpp/OpenSimplex2S.cpp:299
Methodnoise4_Base
* 4D SuperSimplex noise base. * Using ultra-simple 4x4x4x4 lookup partitioning. * This isn't as elegant or SIMD/GPU/etc. portable as other appro
_old/csharp/OpenSimplex2S.cs:298
Methodnoise4_Base
* 4D OpenSimplex2F noise base. * Current implementation not fully optimized by lookup tables. * But still comes out slightly ahead o
_old/csharp/OpenSimplex2F.cs:292
Methodnoise4_Classic
* 4D SuperSimplex noise, classic lattice orientation. */
_old/cpp/OpenSimplex2S.cpp:230
Methodnoise4_Classic
4D SuperSimplex noise, classic lattice orientation.
_old/java/OpenSimplex2S.java:218
Methodnoise4_Classic
4D OpenSimplex2F noise, classic lattice orientation.
_old/java/OpenSimplex2F.java:212
Functionnoise4_Fallback
4D SuperSimplex noise, fallback lattice orientation. */
rust/smooth.rs:645
Methodnoise4_Fallback
4D OpenSimplex2 noise, fallback lattice orientation.
java/OpenSimplex2.java:348
Methodnoise4_Fallback
4D SuperSimplex noise, fallback lattice orientation.
java/OpenSimplex2S.java:485
Functionnoise4_ImproveXYZ
4D SuperSimplex noise, with XYZ oriented like noise3_Fallback and W for an extra degree of freedom. W repeats eventually. Recommended for time
rust/smooth.rs:614
Methodnoise4_ImproveXYZ
4D OpenSimplex2 noise, with XYZ oriented like noise3_Fallback and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2.java:321
Methodnoise4_ImproveXYZ
4D SuperSimplex noise, with XYZ oriented like noise3_Fallback and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2S.java:459
Functionnoise4_ImproveXYZ_ImproveXY
4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXY and W for an extra degree of freedom. W repeats eventually. Recommended for tim
rust/smooth.rs:576
Methodnoise4_ImproveXYZ_ImproveXY
4D OpenSimplex2 noise, with XYZ oriented like noise3_ImproveXY and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2.java:283
Methodnoise4_ImproveXYZ_ImproveXY
4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXY and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2S.java:423
Functionnoise4_ImproveXYZ_ImproveXZ
4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXZ and W for an extra degree of freedom. W repeats eventually. Recommended for tim
rust/smooth.rs:595
Methodnoise4_ImproveXYZ_ImproveXZ
4D OpenSimplex2 noise, with XYZ oriented like noise3_ImproveXZ and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2.java:302
Methodnoise4_ImproveXYZ_ImproveXZ
4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXZ and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
java/OpenSimplex2S.java:441
Functionnoise4_ImproveXY_ImproveZW
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 horiz
rust/smooth.rs:631
Methodnoise4_ImproveXY_ImproveZW
4D OpenSimplex2 noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizonta
java/OpenSimplex2.java:336
Methodnoise4_ImproveXY_ImproveZW
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 horizonta
java/OpenSimplex2S.java:473
Methodnoise4_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 hori
_old/cpp/OpenSimplex2S.cpp:247
Methodnoise4_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 horizonta
_old/java/OpenSimplex2S.java:232
Methodnoise4_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 horizont
_old/java/OpenSimplex2F.java:226
Methodnoise4_XYZBeforeW
* 4D SuperSimplex noise, with XYZ oriented like noise3_Classic, * and W for an extra degree of freedom. * Recommended for time-varied animations whi
_old/cpp/OpenSimplex2S.cpp:280
Methodnoise4_XYZBeforeW
4D SuperSimplex noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. Recommended for time-varied animations which textu
_old/java/OpenSimplex2S.java:259
Methodnoise4_XYZBeforeW
4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied
_old/java/OpenSimplex2F.java:253
Methodnoise4_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 hori
_old/cpp/OpenSimplex2S.cpp:263
Methodnoise4_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 horizonta
_old/java/OpenSimplex2S.java:245
Methodnoise4_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 horizont
_old/java/OpenSimplex2F.java:239
Functionopensimplex2_fast_noise2
(seed: c_longlong, x: c_double, y: c_double)
rust/ffi.rs:6
Functionopensimplex2_fast_noise2_ImproveX
( seed: c_longlong, x: c_double, y: c_double, )
rust/ffi.rs:11
Functionopensimplex2_fast_noise3_Fallback
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:40
Functionopensimplex2_fast_noise3_ImproveXY
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:20
Functionopensimplex2_fast_noise3_ImproveXZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:30
Functionopensimplex2_fast_noise4_Fallback
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:94
Functionopensimplex2_fast_noise4_ImproveXYZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:72
Functionopensimplex2_fast_noise4_ImproveXYZ_ImproveXY
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:50
Functionopensimplex2_fast_noise4_ImproveXYZ_ImproveXZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:61
Functionopensimplex2_fast_noise4_ImproveXY_ImproveZW
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:83
Functionopensimplex2_smooth_noise2
( seed: c_longlong, x: c_double, y: c_double, )
rust/ffi.rs:105
Functionopensimplex2_smooth_noise2_ImproveX
( seed: c_longlong, x: c_double, y: c_double, )
rust/ffi.rs:114
Functionopensimplex2_smooth_noise3_Fallback
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:143
Functionopensimplex2_smooth_noise3_ImproveXY
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:123
Functionopensimplex2_smooth_noise3_ImproveXZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, )
rust/ffi.rs:133
Functionopensimplex2_smooth_noise4_Fallback
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:197
Functionopensimplex2_smooth_noise4_ImproveXYZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:175
Functionopensimplex2_smooth_noise4_ImproveXYZ_ImproveXY
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:153
Functionopensimplex2_smooth_noise4_ImproveXYZ_ImproveXZ
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:164
Functionopensimplex2_smooth_noise4_ImproveXY_ImproveZW
( seed: c_longlong, x: c_double, y: c_double, z: c_double, w: c_double, )
rust/ffi.rs:186
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