The algo behind Minecraft procedural maps!
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- Опубликовано: 13 сен 2024
- We build up Perlin Noise from nothing!
This video was made using Python NumPy. If you're interested in knowing how I used NumPy to render this, let me know in the comments. Happy to make a video about it :)
#graphics
#proceduralnoise
#perlinnoise
#python
#numpy
PerlinNoise is so simple yet so often (sadly) misrepresented.
And this is a nice visualisation of it.
Thank you very much!
… and in one video he dispels a mystery. Take a bow, sir.
i just came from your fluid sim video and this channel does not disappoint this was such a simple yet good way of explaining perlin noise thanks for the explanation!
Thank you! Note that most of the rest of my videos are not so concise, and graphical. Baby steps...
me too well i came from font video but i watched fluid sim before font! ;)
ty! :D might be useful for later!
I am curious on how you used numpy to render graphics! Never got how graphical programming worked 😅
Well, I use numpy to create a tensor representing the colors at different positions on the screen. Each number represents the amount of red, green, or blue, at one point on the screen, in a grid. Then I send this to pygame, which sends the tensor to the graphics processing unit, which uses some electronic trickery, to change the colors of the LEDs in the monitor.
what about simplex
Oooo, the patent expired. Interesting. Thanks for the heads-up.
@@rlhugh there are alternatives like opensimplex