6 releases (breaking)

0.6.0 Feb 23, 2024
0.5.0 Nov 6, 2023
0.4.0 Jul 13, 2023
0.3.0 Mar 7, 2023
0.1.0 Oct 25, 2022

#420 in Game dev

Download history 31/week @ 2024-01-20 29/week @ 2024-01-27 26/week @ 2024-02-03 68/week @ 2024-02-10 206/week @ 2024-02-17 151/week @ 2024-02-24 82/week @ 2024-03-02 104/week @ 2024-03-09 116/week @ 2024-03-16 57/week @ 2024-03-23 108/week @ 2024-03-30 61/week @ 2024-04-06 89/week @ 2024-04-13 110/week @ 2024-04-20 145/week @ 2024-04-27 40/week @ 2024-05-04

389 downloads per month
Used in 2 crates

MIT license

89KB
285 lines

noisy_bevy

crates.io MIT docs.rs

Simple stupid noise primitives for glam types (Vec2, Vec3) and wgsl.

Main motivations are:

  • ergonomic usage with Bevy
  • same results on rust and wgsl (not bit-level perfect, though)

screenshot of an asteroid generated on the gpu and cpu

Implemented noise primitives:

Usage

From rust

Zero initialization, just call the noise functions:

use bevy::prelude::*;
use noisy_bevy::simplex_noise_2d;

let p = Vec2::new(12.3, 45.6);
let value = simplex_noise_2d(p);

From wgsl shaders

First add the plugin to the Bevy app:

App::new()
    .add_plugin(NoisyShaderPlugin)

And import it and use it in your shaders, with the same API as on the CPU-side:

#import noisy_bevy simplex_noise_2d

// ...

let p = vec2(12.3, 45.6);
let value = simplex_noise_2d(p);

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
0.13 0.6, main
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!

Dependencies

~38–78MB
~1M SLoC