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I am trying to fully cover a 2D space with random values based on a seed and starting at an origin, from which i want to be able to go into all directions without much computation.

The basic idea is that i need a function float rnd_2d(int x, int y, uint64_t seed); that generates a random number based on the inputs in O(1).

My goal is to create noise procedurally in all directions.

nOvoid
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  • Are you looking for something like [Perlin noise](http://en.wikipedia.org/wiki/Perlin_noise)? – Andrew Morton Feb 25 '15 at 18:40
  • @AndrewMorton In fact yes, but perlin noise is based off of width and height of the target area, yet i don't have that defined, theoretically being infinite, leading to too much computational requirements. – nOvoid Feb 25 '15 at 18:47
  • Perlin noise is often a good fit for this kind of thing, but one of the problems is that the noise has a bell curve distribution, ie there are more values near 0.5 than near 0 or 1.0. This is fine for some things but definitely not for others. – null Feb 24 '16 at 02:22

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