procedural generation
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Various Unity noise libraries performance comparison

I've been doing a lot of benchmarking lately to try to optimize some of my heavier code, so I figured I'd post the results here in case others are curious.

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# 2d Gradient Noise - 256x256

|Library|Computation Time|Uniformity|
|:-|:-|:-|
|FastNoiseLite Perlin|\~29 ms|Low|
|FastNoiseLite Simplex|\~28 ms|High|
|FastNoiseLite SimplexS2|\~29 ms|Moderate|
|Perlin Library|\~15 ms|Low|
|Mathf.PerlinNoise|\~16 ms|Moderate|
|Unity.mathematics Perlin|\~160 ms|Moderate|
|Unity.mathematics Simplex|\~140 ms|High|

It's important to note that Unity.mathematics was intended to be used with the burst compiler, so these results don't necessarily match it's optimal use.

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# 3d Gradient Noise - 100x250x100

Run in a burst compiled, multithreaded job

|Library|Computation Time|
|:-|:-|
|Perlin Library|\~28.5 ms|
|Unity.mathematics Perlin|\~62.2 ms|
|Unity.mathematics Simplex|\~68 ms|

Interestingly, the Perlin library (which is almost a decade old at this point) seems to be 2x as fast as the newer, more highly optimized Unity.mathematics library. If anyone has an explanation I'm very curious as to why that is.

https://redd.it/1554zd2
@proceduralgeneration
Wish fulfilling ball in binary forest (In the novel "Piknik na Obochine" (Roadside Picnic) the mysterious and enigmatic "Zone" contains various artifacts left behind by advanced alien visitors. One of these artifacts is a sphere called the "Wish Fulfilling Ball" or "Gold). JavaScript render.
https://redd.it/155yufs
@proceduralgeneration
Procedural Road Generation

I am attempting to procedurally generate a road-surface mesh using B-splines. Currently, I am generating a B-spline from control points and applying an offset to those points to create the width of the road by calculating normal/tangent/bitangent vectors at interpolated spline vertices. The attached image is the result I'm getting (2d points for simplicity's sake). The inside corners of the road in the image show the issue with my implementation, but I'm not sure how to avoid this issue.

Is there a better solution I'm missing? Or is there a way to avoid the artifacts being created at the corners?

EDIT: Image didn't stick.

https://preview.redd.it/oce0bnnlqfdb1.jpg?width=1536&format=pjpg&auto=webp&s=e3b7ae74ce1162fa7fafee60f1b0e19645ef0468

https://redd.it/1568seb
@proceduralgeneration
Procedurally generated statues for generated gods
https://redd.it/156l2i8
@proceduralgeneration
Small Game Group looking for experience on Procedural Generation

Hi,

I have a small game group that is working on an open world multiplayer game, with a strong focus in open world, biome implementation, and meta mapping. We have a few guys fluent in C#, and some unity experience, but I would like to see if anyone would be around for possible project experience, or just general mentorship.


Thank you for reading, enjoy yourselves, I love seeing what this community makes :)

https://redd.it/156xkmy
@proceduralgeneration