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Works in node and in the browser.","maintainers":[{"name":"jonas","email":"jonas@29a.ch"}],"readme":"[![Tests](https://github.com/jwagner/simplex-noise.js/actions/workflows/tests.yml/badge.svg)](https://github.com/jwagner/simplex-noise.js/actions/workflows/tests.yml) [![TypeScript](https://img.shields.io/badge/%3C%2F%3E-TypeScript-%230074c1.svg)](http://www.typescriptlang.org/)\n\n![simplex-noise.js header](./doc/github-header-fs8.png)\n[API Documentation](https://29a.ch/simplex-noise/docs/modules.html)\n\n\nsimplex-noise.js is a simplex noise implementation in Javascript/TypeScript.\nIt works in the browser and Node.js, using CommonJS and ES Modules.\nIt is self-contained (dependency-free), relatively small (about 2k minified and gzipped)\nand fairly fast (about 20 nanoseconds for a sample of 2d noise) and tree shakeable.\n\n## Demos & Real World Examples\n\n- [Synthwave Demo](https://29a.ch/sandbox/2022/simplex-noise-synthwave/) shown in the header\n- Simple 2D plasma on [codepen.io](http://codepen.io/jwagner/pen/BNmpdm/?editors=001)\n- [3D voxel world generation](https://29a.ch/sandbox/2012/voxelworld/) example\n- Film grain in [analog film emulator](https://29a.ch/film-emulator/)\n- [Applying volumetric wood grain to 3D prints](https://29a.ch/sandbox/2021/3d-print-texturizer/)\n\nCreated something awesome with simplex-noise? Let me know so I can add it to the list.\n\n## Installation\n\n```npm i -S simplex-noise```\n\n## Usage Examples\n\n### ES Module Import\n\n```javascript\n// import the noise functions you need\nimport { createNoise2D } from 'simplex-noise';\n```\n\n### CommonJS Require\n\n```javascript\n// import the noise functions you need\nconst { createNoise2D } = require('simplex-noise');\n```\n\n### 2D\n\n```javascript\n// initialize the noise function\nconst noise2D = createNoise2D();\n// returns a value between -1 and 1\nconsole.log(noise2D(x, y));\n```\n\n### 3D\n\n```javascript\nconst noise3D = createNoise3D();\nconsole.log(noise3D(x, y, z));\n```\n\n### 4D\n\n```javascript\nconst noise4D = createNoise4D();\nconsole.log(noise4D(x, y, z, w));\n```\n\n### Using a seed value\n\nBy default simplex-noise.js will use Math.random() to seed the noise.\nYou can pass in a PRNG function to use your own seed value.\n\n```bash\n# install the alea prng\nnpm install -S alea\n```\n\n```javascript\nimport alea from 'alea';\n// create a new random function based on the seed\nconst prng = alea('seed');\n// use the seeded random function to initialize the noise function\nconst noise2D = createNoise2D(prng);\nconsole.log(noise2D(x, y));\n```\n\nThe ALEA PRNG used in the example above can be found in the [alea](https://npmjs.org/package/alea) npm package.\n\n## Benchmarks\n\nsimplex-noise.js is reasonably quick.\nAccording to `perf/index.js` I can perform about 70 million `noise2D()` calls/second on a single thread on my desktop (Ryzen 5950X).\n\n```\n$ node perf/index.js\nnoise2D: 72,916,215 ops/sec ±1%\nnoise3D: 47,855,199 ops/sec ±0%\nnoise4D: 35,564,111 ops/sec ±0%\n```\n\n## Migrating from 3.x to 4.x\n\n### random initialization\n```javascript\n// 3.x\nimport SimplexNoise from 'simplex-noise';\nconst simplex = new SimplexNoise();\nconst value2d = simplex.noise2D(x, y);\n// 4.x\n// import the functions you need\nimport { createNoise2D } from 'simplex-noise';\nconst noise2D = createNoise2D();\nconst value2d = noise2D(x, y);\n```\n\n### Initialization with a seed\n```javascript\n// 3.x\nimport SimplexNoise from 'simplex-noise';\nconst simplex = new SimplexNoise('seed');\nconst value2d = simplex.noise2D(x, y);\n// 4.x\n// npm install -S alea\nimport { createNoise2D } from 'simplex-noise';\nimport alea from 'alea';\nconst noise2D = createNoise2D(alea('seed'));\nconst value2d = noise2D(x, y);\n\n// IMPORTANT: If you use multiple noise functions (for example 2d and 3d)\n// and want compatible output with 3.x you will need to pass a fresh instance\n// of alea to each create call. If you reuse the alea instance you will\n// get different outputs compared to simplex-noise 3.x.\nconst seed = 'seed';\nconst noise2D = createNoise2D(alea(seed));\nconst noise3D = createNoise3D(alea(seed));\n```\n\n### Emulating the 3.x and older API\n```javascript\nconst simplex = {\n  noise2D: createNoise2D(alea(seed)),\n  noise3D: createNoise3D(alea(seed)),\n  noise4D: createNoise4D(alea(seed)),\n};\n```\n\n## Changelog\n\n### 4.0.3\n- Additional tweaks to __PURE__ annotations to avoid warnings in rollup.js. Contributed by [Damien Seguin](https://github.com/dmnsgn).\n\n### 4.0.2\n- Tweaked __PURE__ annotations to avoid warnings in rollup.js. Contributed by [Damien Seguin](https://github.com/dmnsgn).\n\n### 4.0.1\n- Explicitly defined the return type of `createNoise4D` to be `NoiseFunction4D`.\n  Contributed by [satelllte](https://github.com/satelllte).\n\n### 4.0.0\n:warning: **This release changes the API and the output of the noise functions.** :warning:\n\n- Reworked the API so that the noise functions can be imported individually.\n  When combined with tree shaking this helps with build sizes.\n- Removed the built in version of the ALEA PRNG to focus the library to do only one thing.\n   If you want to continue to use it you'll have to install and import it separately.\n- Noise functions are a bit faster (~ 20 - 30%).\n- Noise values can be different from previous versions\n- Input coordinates bigger than 2^31 may not result in a noisy output anymore.\n  If you have a use case that is affected by this change, please file an issue.\n- Test coverage is now at 100%.\n- A big thank you to @mreinstein, @redblobgames and everyone else involved\n  for their comments and PRs which motivated me to create this new version.\n\n### 3.0.1\n- Include simplex-noise.ts as source file, fixes sourcemap warnings.\n\n### 3.0.0\n- Changed module structure. When using bundlers that import the es module even using require() the import might need to be updated.\n- Dependency update\n- Setting sideEffects: false in package.json\n- Added snapshot tests\n- Code converted to typescript, the package can of course still be used from regular JS\n- Dropped bower\n- Added support for es modules\n\n### 2.4.0\n- Included a PRNG based on ALEA to directly allow seeding\n- Included typescript definitions\n\n### 2.3.0\n\n:warning: **This release changes the output of the noise functions.** :warning:\n\nIn the future such changes will be released as a new major version.\n\n- Corrected generation of permutation table\n- Moved tests to mocha/chai\n- Cleanup\n\n### 2.2.0\n- Small performance improvement for 2D noise\n\n### 2.1.1\n- Increased entropy by fixing a little initialization issue.\n\n### 2.1.0\n- AMD support\n\n### 2.0.0\n- Changed node.js api, SimplexNoise is now exported directly.\n- Added unit tests\n\n### 1.0.0\n- Initial Release\n\n## License\nCopyright (c) 2022 Jonas Wagner, licensed under the MIT License (enclosed)\n\n## Credits\nThis is mostly a direct javascript port of the [Java implementation](http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java)\nby Stefan Gustavson and Peter Eastman.\n\nThe initial typescript definition has been provided by [Neonit](https://github.com/Neonit).\n","readmeFilename":"README.md","users":{"bpmw":true,"dazld":true,"jonas":true,"diroru":true,"antslaw":true,"defmech":true,"taseenb":true,"cheister":true,"cfleschhut":true,"mystaticself":true,"ramiroespada":true}}