{"repo":"johanhelsing/noisy_bevy","free":true,"listed":false,"github":"https://github.com/johanhelsing/noisy_bevy","clone":"git clone https://github.com/johanhelsing/noisy_bevy.git","description":"Simple stupid noise primitives for WGSL and Rust (glam/bevy types)","language":"WGSL","stars":117,"topics":["bevy","noise","procedural-generation","fbm","simplex-noise"],"license":null,"category":"game-templates","readme_excerpt":"noisy bevy Simple stupid noise primitives for glam ( Vec2 , Vec3 ) and WGSL. - Integrates with Bevy seamlessly - Same results on the CPU and GPU (not bit-level perfect, though) Features - [ simplex noise 2d ] - [ simplex noise 2d seeded ] - [ simplex noise 3d ] - [ simplex noise 3d seeded ] - [ fbm simplex 2d ] - [ fbm simplex 2d seeded ] - [ fbm simplex 2d warp seeded ] - [ fbm simplex 3d ] - [ fbm simplex 3d seeded ] - [ worley 2d ] Usage From Rust Zero initialization, just call the noise functions: From WGSL shaders First add the plugin to the Bevy app: Then use it in your shaders: See the asteroids example , for an example that uses noise to procedurally generate a tilemap on the CPU and a matching background in a wgsl shader. Bevy Version Support The main branch targets the latest bevy release. bevy noisy\\ bevy ---- ----------- 0.19 0.14, main 0.18 0.13 0.17 0.11 0.16 0.9, 0.10 0.15 0.8 0.14 0.7 0.13 0.6 0.12 0.5 0.11 0.4 0.10 0.3 0.9 0.2 0.8 0.1 License MIT The original simplex noise source is MIT-only, however all changes made by me or PRs to this repo are also available under Apache-2.0. Acknowledgments The noise primitives are ports/copies of these - - - Contributions PRs welcome!","default_branch":null,"files":null,"tree":[],"storefront":"/r/johanhelsing","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/johanhelsing/noisy_bevy/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}