May 15, 2016

New Names

Spacedust’s name generator has been the same for a long time. I didn’t like some things about it and I finally got a chance to write a new one.

...

January 9, 2016

Updated Shader

Not long after I began using my new shader, I updated it to take a parameter that would modify lightness in addition to hue and saturation. The texture being rendered is what normally provides the lightness value. But there were times that I wanted the same texture rendered, just darker (or lighter).

...

October 23, 2015

Dynamic Colors

To generate a galaxy full of interesting variety, I knew I would need to reuse textures. This was one of the reasons I switched to OpenGL 2.0, to use shaders to dynamically color textures.

...

September 18, 2015

OpenGL ES 2.0

The underlying framework for spacedust is based on what I learned from the book Beginning Android Games, which uses OpenGL ES 1.0. With the help of the book OpenGL ES 2 for Android, I have updated my framework to use OpenGL ES 2.0 instead!

...

November 21, 2014

Fractal Noise Using Perlin Noise

As a followup to my past revelation about Perlin noise, I wanted to show what fractal noise looked like using actual Perlin noise instead of value noise.

...

August 13, 2014

Value Noise vs. Perlin Noise

Update 2014-11-22: Read more about Perlin noise here!

I had a revelation.

I discovered everything I thought I knew about Perlin noise is in fact… wrong.

...

August 4, 2014

Fractal Noise Using Value Noise - Tiled

Update 2014-08-13: When I originally wrote this post, I mistakenly referred to value noise as Perlin noise. I have updated this post to refer to the correct types of noise. Read More

Update 2014-11-22: Read more about Perlin noise here!

I mentioned in my first value noise post that I was interested in using noise for terrain generation. The terrain in my game is finite, and obvious terrain edges are jarring, so I needed to figure out a way to make the terrain wrap.

...

July 14, 2014

Fractal Noise Using Value Noise - Extras

Update 2014-08-13: When I originally wrote this post, I mistakenly referred to value noise as Perlin noise. I have updated this post to refer to the correct types of noise. Read More

Update 2014-11-22: Read more about Perlin noise here!

There are a few useful techniques that I didn’t mention in my last post that can be applied to fractal noise to vary the results.

...

June 30, 2014

Fractal Noise Using Value Noise

Update 2014-08-13: When I originally wrote this post, I mistakenly referred to value noise as Perlin noise. I have updated this post to refer to the correct types of noise. Read More

Update 2014-11-22: Read more about Perlin noise here!

Noise is a set of randomly generated values that can be used in a variety of ways to generate content for a game. There are many different methods for generating noise, one of which is value noise. I was interested in using it to generate terrain for my game, however I found it a bit difficult to understand at first. So, I wrote some ruby code as a learning exercise. You can find it on github.

...