ricardojmendez / libnoise.unity Goto Github PK
View Code? Open in Web Editor NEWCoherent noise library for Unity, a port of LibNoise. NOTE: I'm not actively maintaining or developing the project.
License: GNU General Public License v3.0
Coherent noise library for Unity, a port of LibNoise. NOTE: I'm not actively maintaining or developing the project.
License: GNU General Public License v3.0
First of all, thank you for your work.
Forgive me for my bluntness please, Ricardo, but this name choice is a bad move.
Check out .NET namespace naming conventions.
https://msdn.microsoft.com/en-us/library/ms229026(v=vs.100).aspx
You've created a library now that has a namespace that is not specifically named, but now extremely general within the LibNoise topic... I mean, it's now called "LibNoise"... the most general LibNoise name possible.
This means that if someone else creates a LibNoise library and also uses this bad practice, the packages will conflict.
It means that this library cannot be used with a general non-Unity LibNoise library that has more right to use the "LibNoise" namespace.
The standard is that you use your organization as a qualifier before the library name, then features beyond that if it's a large package:
<Company>.(<Product>|<Technology>)[.<Feature>][.<Subnamespace>]
Recommending, using operators as an example, the namespace would be:
namespace Numergent.LibNoiseUnity.Operators
Note that the product combines the two technologies into one namespace item to match the project's name.
Note that Operator and Generator should be plural as per spec:
"Consider using plural namespace names where appropriate. For example, use System.Collections instead of System.Collection."
I know you like simple. Me too. But namespaces need to be at this recommended level of complexity for very good reasons.
Thanks again for your efforts. I really hope this info helps. Keep up the great work.
Hello, I was looking into using LibNoise.Unity for a project I'm working on, but from my limited research, it seems the LGPL license brings some complications when used in conjunction with Unity as users may build for platforms that require a single executable that doesn't allow for a separate DLL. This would force users' entire codebase to be LGPL, not just the LibNoise.Unity Library. Is this intended? Furthermore, the repo is not provided as a DLL, to begin with, which may mean All projects using LibNoise.Unity must be fully open-sourced under the LGPL license. Is this also intended? If not, is LGPL the best license for this project, or could I and others be misunderstanding the LGPL license?
Here is some more info:
https://www.gnu.org/licenses/gpl-faq.en.html#LGPLStaticVsDynamic
jondewoo/UnitySlippyMap#20
ajman1101/Twine2Unity#12
https://forum.unity.com/threads/gnu-gpl-3-open-source-license-and-unity-question.590035/
_mLandShapeModule = new Perlin
{
OctaveCount = 1,
Frequency = 0.03f,
Persistence = 0.7f
};
var landShapeNoise2D = new Noise2D(128, 128, _mLandShapeModule);
landShapeNoise2D.GeneratePlanar(0, 128, 0, 128);
var vs = landShapeNoise2D.GetNormalizedData();//Some value is bigger than 1
You can see from these screen shots that it's not behaving entirely correctly. Notice that the stitching of those two pixels doesn't quite match up with the other edge of the texture. If someone has some insight on this I'll look at fixing it, but I'm sort of unsure where the issue would begin for it to manifest this way.
The returned texture2D format is now a 32Bit image which will cause some banding artefacts. Change it to RGBAFloat format. Or give an option for it.
Seed = seed; is declared twice in the Voronoi.cs initializer C# code.
Hi.
How can i generate minecraft like terrains using this library?
Should i treat 0 and lower as air and higher than 0 solid?
Thanks.
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