Update references to OpenSimplexNoise to use FastNoiseLite

This commit is contained in:
Saarg
2022-08-16 17:50:48 -04:00
parent 8ba4dfc582
commit 5f53d1d03d
2 changed files with 12 additions and 14 deletions

View File

@@ -442,21 +442,20 @@ time, or anything else.
To achieve this, you can use random *noise* functions. Noise functions are
especially popular in procedural generation to generate realistic-looking
terrain. Godot provides :ref:`class_opensimplexnoise` for this, which supports
terrain. Godot provides :ref:`class_fastnoiselite` for this, which supports
1D, 2D, 3D, and 4D noise. Here's an example with 1D noise:
.. tabs::
.. code-tab:: gdscript GDScript
var _noise = OpenSimplexNoise.new()
var _noise = FastNoiseLite.new()
func _ready():
randomize()
# Configure the OpenSimplexNoise instance.
# Configure the FastNoiseLite instance.
_noise.seed = randi()
_noise.octaves = 4
_noise.period = 20.0
_noise.persistence = 0.8
_noise.fractal_octaves = 4
_noise.frequency = 1.0 / 20.0
for i in 100:
# Prints a slowly-changing series of floating-point numbers
@@ -465,16 +464,15 @@ terrain. Godot provides :ref:`class_opensimplexnoise` for this, which supports
.. code-tab:: csharp
private OpenSimplexNoise _noise = new OpenSimplexNoise();
private FastNoiseLite _noise = new FastNoiseLite();
public override void _Ready()
{
GD.Randomize();
// Configure the OpenSimplexNoise instance.
// Configure the FastNoiseLite instance.
_noise.Seed = (int)GD.Randi();
_noise.Octaves = 4;
_noise.Period = 20.0f;
_noise.Persistence = 0.8f;
_noise.FractalOctaves = 4;
_noise.Frequency = 1.0f / 20.0f;
for (int i = 0; i < 100; i++)
{