int a = int(floor(20.*sin(x/10.)));int b = int(floor(20.*sin(y/10.)));return (a*a | b*a) ^ a ^ b;
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int a = int(floor(20.*sin(x/10.)));
int b = int(floor(20.*sin(y/10.)));
return (a*a | b*a) ^ a ^ b;
I meant (a*a | b*b) but that is not that interesting, happy accident
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I meant (a*a | b*b) but that is not that interesting, happy accident
(a+(a | b)+b) ^ a ^ b;

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(a+(a | b)+b) ^ a ^ b;

a bit of sinh

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a bit of sinh

this serie is not quite as good as i hoped

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this serie is not quite as good as i hoped
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float x2 = cos(x+y) / (sqrt(2.0) + cos(y-x));
float y2 = sin(y-x) / (sqrt(2.0) + cos(y-x));
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
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float x2 = cos(x+y) / (sqrt(2.0) + cos(y-x));
float y2 = sin(y-x) / (sqrt(2.0) + cos(y-x));
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
okay it is something
float x2 = cos(x)+y*cos(x/2.0)*cos(x);
float y2 = sin(x)+y*cos(y/2.0)*sin(y);
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
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okay it is something
float x2 = cos(x)+y*cos(x/2.0)*cos(x);
float y2 = sin(x)+y*cos(y/2.0)*sin(y);
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
@conchoid Very fun with multitouch!
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okay it is something
float x2 = cos(x)+y*cos(x/2.0)*cos(x);
float y2 = sin(x)+y*cos(y/2.0)*sin(y);
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
float x2 = cos(x)+y*sqrt(abs(x/2.0*cos(x)));
float y2 = sin(x)+y*sqrt(abs(x/2.0*cos(y)));
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a|b) % 256;
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float x2 = cos(x)+y*sqrt(abs(x/2.0*cos(x)));
float y2 = sin(x)+y*sqrt(abs(x/2.0*cos(y)));
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a|b) % 256;
Warped Sierpinski with a|(b % 256)

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okay it is something
float x2 = cos(x)+y*cos(x/2.0)*cos(x);
float y2 = sin(x)+y*cos(y/2.0)*sin(y);
int a = int(floor(100.*x2));
int b = int(floor(100.*y2));
return (a^b) % 256;
@conchoid@mastodon.gamedev.place
Just out of curiosity, I tried this code of yours as a #Blender Z function surface. It looks quite great as a terrain generator, moreso than Simplex/Perlin noise.
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Warped Sierpinski with a|(b % 256)

with threshold

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with threshold
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gcd(a%16, b%16)


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