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Jan 6, 2017 at 13:04 comment added sam hocevar @Ferrybig yes, that’s the proper way to do it (but one should use John Calsbeek’s answer rather than the accepted one)
Apr 15, 2016 at 16:32 comment added Ferrybig Does this help? gamedev.stackexchange.com/q/23625/41628
Apr 10, 2016 at 21:58 history tweeted twitter.com/StackGameDev/status/719283370547638273
Apr 9, 2016 at 21:26 comment added Bálint Have you considered, how long a 5 dimensional noise would generate?
Apr 9, 2016 at 20:21 comment added jgallant Yeah, the 4D noise implementation is to create a seamless 2D texture. I think you might actually have to use 6D noise to make seamless 3D like you are trying to do. I personally cannot visualize how to do this at all. Here is the 2D implementation, it might help you... jgallant.com/…
Apr 9, 2016 at 20:20 comment added user345234674567 I wouldn't mind if its 4D noise, I searched and only found that it's doable with 5D noise, it just has to be seamless.
Apr 9, 2016 at 20:18 comment added jgallant OK, I figured, I just wanted to make sure. I have done this with 4D noise, but I have never done this with 5D noise. This is an interesting question. The generation of this data will more than likely take a while.
Apr 9, 2016 at 20:17 comment added user345234674567 I mean a texture which contains multiple tiles, 64x64 pixels per tile and 8x8 rows / columns so each tile can be mapped to a slice of a cube.
Apr 9, 2016 at 19:43 comment added jgallant What do you mean by 3d texture?
Apr 9, 2016 at 17:59 history edited user345234674567 CC BY-SA 3.0
deleted 164 characters in body; edited title
Apr 9, 2016 at 17:39 history asked user345234674567 CC BY-SA 3.0