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.
​
# 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.
​
# 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
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.
​
# 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.
​
# 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
GitHub
GitHub - Auburn/FastNoiseLite: Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go - Auburn/FastNoiseLite
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[Parameters demo] Procedural Stylized Wall Lamp | Houdini
https://redd.it/155dsg3
@proceduralgeneration
https://redd.it/155dsg3
@proceduralgeneration
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Using an SDF to generate terrain + generating visuals in a fragment shader
https://redd.it/155gxlu
@proceduralgeneration
https://redd.it/155gxlu
@proceduralgeneration
Does anyone know a procedurally generated, infinite 3D world exploration "game" that runs on a potato running Linux?
https://redd.it/155ragg
@proceduralgeneration
https://redd.it/155ragg
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Finally I finished the first version of generating tree with grass, landscape and clouds with temperature forecasting on the e-paper.
https://redd.it/155yak9
@proceduralgeneration
https://redd.it/155yak9
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Finally I finished the first version of generating tree with grass, landscape…
Explore this post and more from the proceduralgeneration community
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
https://redd.it/155yufs
@proceduralgeneration
Procedural planets in python
https://github.com/KornelSzyszka/PlanetGenerator
It's my first python project and first procedural graphics project.
https://preview.redd.it/amr5nlus0fdb1.png?width=1024&format=png&auto=webp&s=dc0d93fc9453ff2e5458307793355171c7c759bb
https://preview.redd.it/dctqaous0fdb1.png?width=1024&format=png&auto=webp&s=f10eacada913eb685b1c7c7eeb4f9aa64e235181
https://preview.redd.it/2wru6mus0fdb1.png?width=1024&format=png&auto=webp&s=e839c0c9cdf6d7c69987243e785236aad42df1e6
https://preview.redd.it/5w1hwmus0fdb1.png?width=1024&format=png&auto=webp&s=5be05782c722c05320d43e004b52841922e9ba95
https://preview.redd.it/ogawrnus0fdb1.png?width=1024&format=png&auto=webp&s=7522ad351dd75e20fd477de58fe7a64098ae078d
https://preview.redd.it/ofdh1ous0fdb1.png?width=1024&format=png&auto=webp&s=d760f6d3504394e97bc2efc7170de59749640ba2
https://redd.it/1565s05
@proceduralgeneration
https://github.com/KornelSzyszka/PlanetGenerator
It's my first python project and first procedural graphics project.
https://preview.redd.it/amr5nlus0fdb1.png?width=1024&format=png&auto=webp&s=dc0d93fc9453ff2e5458307793355171c7c759bb
https://preview.redd.it/dctqaous0fdb1.png?width=1024&format=png&auto=webp&s=f10eacada913eb685b1c7c7eeb4f9aa64e235181
https://preview.redd.it/2wru6mus0fdb1.png?width=1024&format=png&auto=webp&s=e839c0c9cdf6d7c69987243e785236aad42df1e6
https://preview.redd.it/5w1hwmus0fdb1.png?width=1024&format=png&auto=webp&s=5be05782c722c05320d43e004b52841922e9ba95
https://preview.redd.it/ogawrnus0fdb1.png?width=1024&format=png&auto=webp&s=7522ad351dd75e20fd477de58fe7a64098ae078d
https://preview.redd.it/ofdh1ous0fdb1.png?width=1024&format=png&auto=webp&s=d760f6d3504394e97bc2efc7170de59749640ba2
https://redd.it/1565s05
@proceduralgeneration
GitHub
GitHub - KornelSzyszka/PlanetGenerator: Python 2D planet generator
Python 2D planet generator. Contribute to KornelSzyszka/PlanetGenerator development by creating an account on GitHub.
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
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
Mastering 2D Render Smoke in Houdini
https://youtu.be/G2hyLHUGcos
https://redd.it/156lozp
@proceduralgeneration
https://youtu.be/G2hyLHUGcos
https://redd.it/156lozp
@proceduralgeneration
YouTube
Mastering 2D Render Smoke in Houdini: Ultimate Cartoon Smoke Guide | Houdini Tutorial
Project File - https://fxguru.gumroad.com/l/ieyev
Discord - https://discord.gg/sjn8bbsEce
In this Houdini tutorial, we'll show you how to create realistic cartoon smoke effects in Houdini. This smoke can be used to add atmosphere to your scenes or to create…
Discord - https://discord.gg/sjn8bbsEce
In this Houdini tutorial, we'll show you how to create realistic cartoon smoke effects in Houdini. This smoke can be used to add atmosphere to your scenes or to create…
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
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
Reddit
From the proceduralgeneration community on Reddit
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Exploring planets generated within my space "Crazy Taxi" game.
https://redd.it/158i1cm
@proceduralgeneration
https://redd.it/158i1cm
@proceduralgeneration
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Procedurally Scatter Stack of Books within Area Bounds | Houdini
https://redd.it/1591w6d
@proceduralgeneration
https://redd.it/1591w6d
@proceduralgeneration