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.
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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).
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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.
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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!
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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.
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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.
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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.
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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.
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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.
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