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
Right now, everything's just in code so seeing the results of a tweak can be a little slow.
Here's some pictures:
Fractal: Billow (Default), autocorrected to -1,1 range and scaled to 6,6.
Cellular: Scaled to 6,6
Fractal: fBM, frequency 3
Fractal: Rigid Multi, octaves: 3, scaled to 6,6
I'll probably push the source up to GitHub at some point soon.