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noise.md
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noise.md
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@ -70,15 +70,15 @@ There are different types of noise characterized by their properties such as num
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- **explicit vs implicit**: Values of an implicit noise can relatively simply and quickly be computed at any given point in space whereas explicit noises require processing as a whole and therefore storage of the whole generated noise in memory.
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- **tiling**: Similarly to [procedural](procgen.md) [textures](texture.md), a noise generated by an algorithm may be tiling, i.e. not having visible seams when repeated in certain dimensions.
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- ...
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```
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..----..
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.'' ''.
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..----..
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.'' ''.
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..'' '. .....
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'''' ' ..'' '''--..
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'. .'' ''..
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'. ..' '''
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''...''
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'''' ' ..'' '''--..
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'. .'' ''..
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'. ..' '''
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''...''
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octave1
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+
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@ -94,14 +94,14 @@ There are different types of noise characterized by their properties such as num
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octave3
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=
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..
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.'' '.
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-' ''.-'-.
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.'' '.
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-' ''.-'-.
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... .. ' -'''--...
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' '' ' .
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'-. -' -.. .. .'
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-. -' ' ''
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'...-.--''
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' '' ' .
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'-. -' -.. .. .'
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-. -' ' ''
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'...-.--''
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fractal noise
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@ -115,4 +115,4 @@ A super simple "poor man's noise" that can be of use sometimes is **coin flip no
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TODO: code for the above, maybe even a one liner for white noise
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TODO: actual Perlin noise etc., also some nice noise that's just adding some random sine waves in a fractal fashion, like a one line formula
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TODO: actual Perlin noise etc., also some nice noise that's just adding some random sine waves in a fractal fashion, like a one line formula
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