For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
w00t, I finally got off my ass and released the first production build of libnoise 1.0.0. It's a library for generating coherent (smoothly changing) noise. It's useful for generating random terrain and textures.
For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
For those of you who have used libnoise in the past, I've increased the speed of libnoise by a factor of 1.5 (but I still don't consider it realtime by any means .) The noise generator code made heavy use of floor(), which is incredibly slow (at least in Windows.) Replacing the floor() calls with a cast-to-int and a conditional caused the speed improvement.
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