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	<title>Comments on: Procedural Generation &#8211; Textures on the CPU</title>
	<atom:link href="http://britonia-game.com/?feed=rss2&#038;p=60" rel="self" type="application/rss+xml" />
	<link>http://britonia-game.com/?p=60</link>
	<description></description>
	<lastBuildDate>Fri, 30 Jul 2010 22:26:41 +0000</lastBuildDate>
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		<title>By: Jay</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-812</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Fri, 30 Jul 2010 22:26:41 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-812</guid>
		<description>Great tutorial

and thanks Blackley1, that is the only thing I would consider is missing from the tut.

I look forward to reading more!</description>
		<content:encoded><![CDATA[<p>Great tutorial</p>
<p>and thanks Blackley1, that is the only thing I would consider is missing from the tut.</p>
<p>I look forward to reading more!</p>
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	<item>
		<title>By: Blackley1</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-805</link>
		<dc:creator>Blackley1</dc:creator>
		<pubDate>Sat, 17 Jul 2010 04:51:13 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-805</guid>
		<description>Hey just a comment to those than dont want to download the SLN to get the proper looking RidgeMF you need to change the code to move the X and Y by

x += 0.005f;
and 
y += 0.005f;

and a good starter data is 

8 Octaves
2.85 Lacunarity
.45 gain
1.0 offset

and thats all you need to get the RidgeMF working . . . Hope this helped i needed to downlaod the entire project just to get those points!</description>
		<content:encoded><![CDATA[<p>Hey just a comment to those than dont want to download the SLN to get the proper looking RidgeMF you need to change the code to move the X and Y by</p>
<p>x += 0.005f;<br />
and<br />
y += 0.005f;</p>
<p>and a good starter data is </p>
<p>8 Octaves<br />
2.85 Lacunarity<br />
.45 gain<br />
1.0 offset</p>
<p>and thats all you need to get the RidgeMF working . . . Hope this helped i needed to downlaod the entire project just to get those points!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lintfordpickle</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-449</link>
		<dc:creator>Lintfordpickle</dc:creator>
		<pubDate>Wed, 02 Jun 2010 17:45:04 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-449</guid>
		<description>Hi Byron, 

I&#039;ve hosted it on my SkyDrive for now:

http://cid-109c9e6c1fce824a.skydrive.live.com/self.aspx/.Public/TextureGeneration.7z

I&#039;ll look over the weekend and sort out all the broken-links.  If you need any thing else, just give me a shout.

-John</description>
		<content:encoded><![CDATA[<p>Hi Byron, </p>
<p>I&#8217;ve hosted it on my SkyDrive for now:</p>
<p><a href="http://cid-109c9e6c1fce824a.skydrive.live.com/self.aspx/.Public/TextureGeneration.7z" rel="nofollow">http://cid-109c9e6c1fce824a.skydrive.live.com/self.aspx/.Public/TextureGeneration.7z</a></p>
<p>I&#8217;ll look over the weekend and sort out all the broken-links.  If you need any thing else, just give me a shout.</p>
<p>-John</p>
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	</item>
	<item>
		<title>By: Byron Nelson</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-448</link>
		<dc:creator>Byron Nelson</dc:creator>
		<pubDate>Wed, 02 Jun 2010 16:17:50 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-448</guid>
		<description>Dear John,

Any chance you can check the filehost for the source code link?  It reports that the file is not available, and I&#039;d really like to get my hands on it.

Best,
Byron</description>
		<content:encoded><![CDATA[<p>Dear John,</p>
<p>Any chance you can check the filehost for the source code link?  It reports that the file is not available, and I&#8217;d really like to get my hands on it.</p>
<p>Best,<br />
Byron</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Creating a Planet : Geometry :</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-412</link>
		<dc:creator>Creating a Planet : Geometry :</dc:creator>
		<pubDate>Wed, 26 May 2010 20:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-412</guid>
		<description>[...] CPU heightmaps - I wrote this article to describe how to generate heightmap textures using the CPU. [...]</description>
		<content:encoded><![CDATA[<p>[...] CPU heightmaps &#8211; I wrote this article to describe how to generate heightmap textures using the CPU. [...]</p>
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	<item>
		<title>By: Michael Lindholm</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-277</link>
		<dc:creator>Michael Lindholm</dc:creator>
		<pubDate>Wed, 31 Mar 2010 23:58:43 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-277</guid>
		<description>Hi mr Lintfordpickle :)

We have talked before on Ziggyware, and you see on my link here that I&#039;m the guy behind the Liero3d projekt :)

Anyway, I don&#039;t know if i mentioned it the last time, but the reason i started working in XNA, and started with 3D, was so that i could write a planet-to-surface engine one day, and when i finally decided to start on the project, I found your tutorials on the subject extremely useful :)

So i wanted to give you a big -thank you- for all your great work on these Tutorials, and i of course hope to see more of them on your page in the future :)

Also, i think you made a good choice when moving your project to a space-themed game, as it opens up for more options with a space-to-surface engine :)


take care</description>
		<content:encoded><![CDATA[<p>Hi mr Lintfordpickle <img src='http://britonia-game.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>We have talked before on Ziggyware, and you see on my link here that I&#8217;m the guy behind the Liero3d projekt <img src='http://britonia-game.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, I don&#8217;t know if i mentioned it the last time, but the reason i started working in XNA, and started with 3D, was so that i could write a planet-to-surface engine one day, and when i finally decided to start on the project, I found your tutorials on the subject extremely useful <img src='http://britonia-game.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So i wanted to give you a big -thank you- for all your great work on these Tutorials, and i of course hope to see more of them on your page in the future <img src='http://britonia-game.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Also, i think you made a good choice when moving your project to a space-themed game, as it opens up for more options with a space-to-surface engine <img src='http://britonia-game.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>take care</p>
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	</item>
	<item>
		<title>By: Matan</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-256</link>
		<dc:creator>Matan</dc:creator>
		<pubDate>Thu, 11 Mar 2010 14:38:39 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-256</guid>
		<description>Thanks you for your comment.

I have to say I searched the net and didn&#039;t found much, but I don&#039;t know much about the subject like you, so I might of found it and didn&#039;t know it was that.

I don&#039;t have the book you mentioned, but I&#039;ll look into it.

Also, if you have the time, I would love if you could comment or explain the grad function you currently have, all of it. The other parts of it are not understandable to me either.

And by the way, great article! It helps understand perlin noise (most of it), and it&#039;s the best one I could find, so thanks!</description>
		<content:encoded><![CDATA[<p>Thanks you for your comment.</p>
<p>I have to say I searched the net and didn&#8217;t found much, but I don&#8217;t know much about the subject like you, so I might of found it and didn&#8217;t know it was that.</p>
<p>I don&#8217;t have the book you mentioned, but I&#8217;ll look into it.</p>
<p>Also, if you have the time, I would love if you could comment or explain the grad function you currently have, all of it. The other parts of it are not understandable to me either.</p>
<p>And by the way, great article! It helps understand perlin noise (most of it), and it&#8217;s the best one I could find, so thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lintfordpickle</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-255</link>
		<dc:creator>Lintfordpickle</dc:creator>
		<pubDate>Thu, 11 Mar 2010 10:51:49 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-255</guid>
		<description>The hash input value is used to give the input vector a direction (not to change the magnitude), so we only need to use the first few bits.  In this implementation it will give a possible 12 directions.  This function was taken straight from the reference implementation (linked at the top).  


I guess you are right in that you could put this value directly in the permutation table, when I&#039;ve a little more time I&#039;ll check it.  There are also other functions which can be used to calculate the actual gradient, so I&#039;ll look around the net and ad a few more links.  (If you have the book &#039;Texturing and Modelling: A procedural approach, it talks about ways to do this).</description>
		<content:encoded><![CDATA[<p>The hash input value is used to give the input vector a direction (not to change the magnitude), so we only need to use the first few bits.  In this implementation it will give a possible 12 directions.  This function was taken straight from the reference implementation (linked at the top).  </p>
<p>I guess you are right in that you could put this value directly in the permutation table, when I&#8217;ve a little more time I&#8217;ll check it.  There are also other functions which can be used to calculate the actual gradient, so I&#8217;ll look around the net and ad a few more links.  (If you have the book &#8216;Texturing and Modelling: A procedural approach, it talks about ways to do this).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matan</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-252</link>
		<dc:creator>Matan</dc:creator>
		<pubDate>Wed, 10 Mar 2010 04:37:40 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-252</guid>
		<description>I have to say this looks like a great tutorial, however i&#039;m a bit confused about the grad() function, hopefully you can explain it to me:

in your grad function you take the hash argument and use bitwise AND with 15 (1111.b). That mean that any number above 15 won&#039;t be used fully, and doing that bitwise AND 15 can also be done on the table since you don&#039;t seem to use the actual hash value for anything else, but rather the result hash value.

I have to also say I don&#039;t really understand what you did in that function, or rather why. I didn&#039;t found you explaining that function.</description>
		<content:encoded><![CDATA[<p>I have to say this looks like a great tutorial, however i&#8217;m a bit confused about the grad() function, hopefully you can explain it to me:</p>
<p>in your grad function you take the hash argument and use bitwise AND with 15 (1111.b). That mean that any number above 15 won&#8217;t be used fully, and doing that bitwise AND 15 can also be done on the table since you don&#8217;t seem to use the actual hash value for anything else, but rather the result hash value.</p>
<p>I have to also say I don&#8217;t really understand what you did in that function, or rather why. I didn&#8217;t found you explaining that function.</p>
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	<item>
		<title>By: Petrocket</title>
		<link>http://britonia-game.com/?p=60&#038;cpage=1#comment-221</link>
		<dc:creator>Petrocket</dc:creator>
		<pubDate>Sun, 14 Feb 2010 04:26:37 +0000</pubDate>
		<guid isPermaLink="false">http://britonia-game.com/?p=60#comment-221</guid>
		<description>Thanks for the code!  I&#039;m using it to do a ridged fractal noise implementation in glsl.

Minor optimization on your permutation table generation:

        uchar perm[256];
        // initialize with unique values 0..255
        for(int i = 0; i &lt; 256; i++) {
            perm[i] = i;
        }

        // seed the random number generator
        srand(mSeed);

        // randomize the permutation table
        for(int i = 0; i &lt; 256; i++) {
            // for each value swap with a random slot in the array 
            uchar swapIndex = rand() % 256;

            int oldVal = perm[i];
            perm[i] = perm[swapIndex];
            perm[swapIndex] = oldVal;
        }

That should make it O(n) (or is it O(1) argh!)</description>
		<content:encoded><![CDATA[<p>Thanks for the code!  I&#8217;m using it to do a ridged fractal noise implementation in glsl.</p>
<p>Minor optimization on your permutation table generation:</p>
<p>        uchar perm[256];<br />
        // initialize with unique values 0..255<br />
        for(int i = 0; i &lt; 256; i++) {<br />
            perm[i] = i;<br />
        }</p>
<p>        // seed the random number generator<br />
        srand(mSeed);</p>
<p>        // randomize the permutation table<br />
        for(int i = 0; i &lt; 256; i++) {<br />
            // for each value swap with a random slot in the array<br />
            uchar swapIndex = rand() % 256;</p>
<p>            int oldVal = perm[i];<br />
            perm[i] = perm[swapIndex];<br />
            perm[swapIndex] = oldVal;<br />
        }</p>
<p>That should make it O(n) (or is it O(1) argh!)</p>
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