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Update README.md
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devdad authored Jul 4, 2020
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Expand Up @@ -17,10 +17,10 @@ I only request that you mention me in the credits for your game in the way that
* SimplexNoise Scaled retruns float value between 0 - scale factor
* SimplexNoise In Range returns float value between minRange - maxRange
* inFactor value added to all functions to set frequency of the noise [ Recomended values form: 0.1 - 0.00001 ]
* GetSimpleNoise1D_EX (float x, float lacunarity = 2.3f, float persistance = 0.6f, int octaves = 4, float inFactor = 1.0f, bool ZeroToOne = false)
* GetSimpleNoise2D_EX (float x, float y, float lacunarity = 2.3f, float persistance = 0.6f, int octaves = 4, float inFactor = 1.0f, bool ZeroToOne = false)
* GetSimpleNoise3D_EX (float x, float y, float z, float lacunarity = 2.3f, float persistance = 0.6f, int octaves = 4, float inFactor = 1.0f, bool ZeroToOne = false)
* GetSimpleNoise4D_EX (float x, float y, float z, float w, float lacunarity = 2.3f, float persistance = 0.6f, int octaves = 4, float inFactor = 1.0f, bool ZeroToOne = false)
* GetSimpleNoise1D_EX (float x, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
* GetSimpleNoise2D_EX (float x, float y, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
* GetSimpleNoise3D_EX (float x, float y, float z, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
* GetSimpleNoise4D_EX (float x, float y, float z, float w, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)

This algorithm was originally designed by Ken Perlin, but my code has been
adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se)
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