Advertisement Jump to content


This topic is now archived and is closed to further replies.


How to optimize ken perlin's noise?

This topic is 5831 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

The last days I''ve been working on something like a "real-time texture generator" for my demo engine - as fancy effect I implemented the perlin noise, whose code I had found here: I used the noise functions over 3 dimensions, and that''s the result: In this result I painted each 3rd pixel and filled the rest out with the actual pixel, because calculating the noise for each pixel was too slow on my computer in a resolution of 640x480 and also of 320x240 It''s a fractal 1/f |noise| ..., you can find it here: So, someone has an idea how to optimize everything? Are there any documents/reference, perhaps also a MMX implementation? Bye, André

Share this post

Link to post
Share on other sites
Intel has a MMX implementation on thier dev site. Another possible optimization is running it on the graphics card with Pixel shaders...

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!