• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    437
  • comments
    1000
  • views
    335005

Porting Accidental Noise Library to .NET

Sign in to follow this  
Followers 0
evolutional

1849 views

I've been inspired by the images that JTippetts' Accidental Noise Library can generate. However, these days I do very little C++ work so I felt like tinkering with a little project that would help me tip my toe back in this water and also have a bit of fun.

As a result, I decided to have a crack at porting Accidental to .NET. I'm aware that James Petruzzi already done a partial port and that Mike Tucker has integrated this partially into Unity3D, but this wasn't the exercise for me.

I wanted to a) have a little play with the noise b) understand the library and routines a little more and c) tinker with C++ again in a gentle porting project. If I have something cool or useful at the end of it, then it's a bonus.

Accidental is quite a nice system. It's effectively a series of modules that you configure and then chain together to get some pretty pictures out of the other end. Most modules typically have a "Source" and return results via a "Get" method; as such, the results of one module typically feed into another and so on until you get something useful out the other end.

The original Accidental library supports 2D (x,y), 3D (x,y,z), 4D (x,y,z,w) and 6D (x,y,z,w,u,v) modules/generators all off the same base. In my current implementation, I'm deliberately splitting the various parts into their various dimensional constituents. I don't know yet if this is the best approach, but it's making life easier for me.

I've ported over a bunch of stuff so far; but there's plenty to do.

In the original Accidental Noise Library, JTippetts used Lua to configure his pipeline. I'm going to look at using alternative, more C# friendly solutions to this - possibly JSON smile.png

Right now, everything's just in code so seeing the results of a tweak can be a little slow.

Here's some pictures:

oli_billow.png

Fractal: Billow (Default), autocorrected to -1,1 range and scaled to 6,6.

oli_cellular.png

Cellular: Scaled to 6,6

oli_fbm.png

Fractal: fBM, frequency 3

oli_rigidmulti.png

Fractal: Rigid Multi, octaves: 3, scaled to 6,6

I'll probably push the source up to GitHub at some point soon.

4
Sign in to follow this  
Followers 0


1 Comment


I would be really interested in looking at the source for this in .Net, noise has always fascinated me.

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now