// Returns a 1D simplex noise
Float:noise1D(Float:x);
// Returns a 2D simplex noise
Float:noise2D(Float:x, Float:y);
// Returns a 3D simplex noise
Float:noise3D(Float:x, Float:y, Float:z);
// Returns a 4D simplex noise
Float:noise4D(Float:x, Float:y, Float:z, Float:w);
// Returns a 1D simplex ridged noise
Float:ridgedNoise1D(Float:x);
// Returns a 2D simplex ridged noise
Float:ridgedNoise2D(Float:x, Float:y);
// Returns a 3D simplex ridged noise
Float:ridgedNoise3D(Float:x, Float:y, Float:z);
// Returns a 4D simplex ridged noise
Float:ridgedNoise4D(Float:x, Float:y, Float:z, Float:w);
// Returns a 1D simplex noise with analytical derivative.
dnoise1D(Float:x, &Float:rx, &Float:ry)
// Returns a 2D simplex noise with analytical derivatives.
dnoise2D(Float:x, Float:y, &Float:rx, &Float:ry, &Float:rz)
// Returns a 3D simplex noise with analytical derivatives.
dnoise3D(Float:x, Float:y, Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:rw)
// Returns a 2D simplex cellular/worley noise
Float:worleyNoise2D(Float:x, Float:y)
// Returns a 3D simplex cellular/worley noise
Float:worleyNoise3D(Float:x, Float:y, Float:z)
// Returns a 2D simplex smooth cellular/worley noise
Float:worleyNoise2D_F(Float:x, Float:y, Float:falloff)
// Returns a 3D simplex smooth cellular/worley noise
Float:worleyNoise3D_F(Float:x, Float:y, Float:z, Float:falloff)
main() {
printf("noise1D: %f", noise1D(-45.1231));
printf("noise2D: %f", noise2D(-45.1231, 10.9453));
printf("noise3D: %f", noise3D(-45.1231, 10.9453, 32.3621));
printf("noise4D: %f", noise4D(-45.1231, 10.9453, 32.3621, 100.6343));
printf("ridgedNoise1D: %f", ridgedNoise1D(-45.1231));
printf("ridgedNoise2D: %f", ridgedNoise2D(-45.1231, 10.9453));
printf("ridgedNoise3D: %f", ridgedNoise3D(-45.1231, 10.9453, 32.3621));
printf("ridgedNoise4D: %f", ridgedNoise4D(-45.1231, 10.9453, 32.3621, 100.6343));
new Float:rx, Float:ry, Float:rz, Float:rw;
dnoise1D(100.5, rx, ry);
printf("dnoise1D: %f, %f", rx, ry);
dnoise2D(110.53, -20.5, rx, ry, rz);
printf("dnoise2D: %f, %f, %f", rx, ry, rz);
dnoise3D(110.53, -20.85, 9.12, rx, ry, rz, rw);
printf("dnoise3D: %f, %f, %f, %f", rx, ry, rz, rw);
printf("worleyNoise2D: %f", worleyNoise2D(13.0, -34.1));
printf("worleyNoise3D: %f", worleyNoise3D(13.52321, -34.1, -34.4));
printf("worleyNoise2D_F: %f", worleyNoise2D_F(13.0, -34.1, 10.0));
printf("worleyNoise3D_F: %f", worleyNoise3D_F(13.52321, -34.1, -34.4, 10.0));
}
noise1D: 0.117055 noise2D: -0.613689 noise3D: 0.060025 noise4D: -0.237536 ridgedNoise1D: 0.882944 ridgedNoise2D: 0.386310 ridgedNoise3D: 0.939974 ridgedNoise4D: 0.762463 dnoise1D: -0.875976, 9.531250 dnoise2D: 0.325981, -2.015559, -1.042779 dnoise3D: -0.662052, 1.085515, 0.660695, 1.227718 worleyNoise2D: 0.640313 worleyNoise3D: 0.412964 worleyNoise2D_F: 0.238459 worleyNoise3D_F: 0.173266 |
Interesting but how are you going to avoid trees going through buildings if you are going to map the whole of SA?
|
RemoveBuildingForPlayer(playerid, -1, 0.0, 0.0, 0.0, 5000.0);
This include basically adds noise to stuff and using the pattern you plant trees all over the map. Since the noise generated is random, you will be placing trees at random locations with random densities and more randomly random stuff.
|
I know an guy like alot things like this... ******. U know it's true xD
|