This post provides a practical guide to using Perlin noise for creating realistic terrain features in procedural generation. It covers fundamental concepts like octaves and persistence, explaining how combining different noise scales creates complex landscapes. The guide then demonstrates how to apply Perlin noise to generate mountains by treating noise values as elevation, cliffs by using thresholds to create sharp drops, and cave systems by applying 3D Perlin noise and manipulating thresholds to carve out intricate networks. It also touches on optimizing performance and integrating these techniques into game development workflows. The overall goal is to equip developers with the knowledge and techniques to generate compelling and varied landscapes using Perlin noise.
This post introduces rotors as a practical alternative to quaternions and matrices for 3D rotations. It explains that rotors, like quaternions, represent rotations as a single action around an arbitrary axis, but offer a simpler, more intuitive geometric interpretation based on the concept of "geometric algebra." The author argues that rotors are easier to understand and implement, visually demonstrating their geometric meaning and providing clear code examples in Python. The post covers basic rotor operations like creating rotations from an axis and angle, composing rotations, and applying rotations to vectors, highlighting rotors' computational efficiency and stability.
Hacker News users discussed the practicality and intuitiveness of using rotors for 3D rotations. Some found the rotor approach more elegant and easier to grasp than quaternions, especially appreciating the clear geometric interpretation and connection to bivectors. Others questioned the claimed advantages, arguing that quaternions remain the superior choice for performance and established library support. The potential benefits of rotors in areas like interpolation and avoiding gimbal lock were acknowledged, but some commenters felt the article didn't fully demonstrate these advantages convincingly. A few requested more comparative benchmarks or examples showcasing rotors' practical superiority in specific scenarios. The lack of widespread adoption and existing tooling for rotors was also raised as a barrier to entry.
Vincent Woo created an interactive 3D model of San Francisco's Sutro Tower using the Gaussian Splatting technique. This allows users to virtually explore the intricate structure of the tower with impressive detail and smooth performance in a web browser. The model is based on a real-world point cloud captured with lidar, offering a realistic and immersive experience of this iconic landmark.
Hacker News users generally praised the Sutro Tower 3D model, calling it "amazing," "very cool," and "impressive." Several commenters appreciated the technical aspects, noting the clever use of Gaussian Splats and the smooth performance even on mobile devices. Some discussed the model's size and loading time, with one suggesting potential optimizations like level-of-detail rendering. Others compared it to other 3D capture techniques like photogrammetry, pointing out the differences in visual style and data requirements. A few commenters also shared personal anecdotes about Sutro Tower, reflecting on its iconic presence in San Francisco.
RT64 is a modern, accurate, and performant Nintendo 64 graphics renderer designed for both emulators and native ports. It aims to replicate the original N64's rendering quirks and limitations while offering features like high resolutions, widescreen support, and various upscaling filters. Leveraging a plugin-based architecture, it can be integrated into different emulator frontends and allows for custom shaders and graphics enhancements. RT64 also supports features like texture dumping and analysis tools, facilitating the study and preservation of N64 graphics. Its focus on accuracy makes it valuable for developers interested in faithful N64 emulation and for creating native ports of N64 games that maintain the console's distinctive visual style.
Hacker News users discuss RT64's impressive N64 emulation accuracy and performance, particularly its ability to handle high-poly models and advanced graphical effects like reflections that were previously difficult or impossible. Several commenters express excitement about potential future applications, including upscaling classic N64 games and enabling new homebrew projects. Some also note the project's use of modern rendering techniques and its potential to push the boundaries of N64 emulation further. The clever use of compute shaders is highlighted, as well as the potential benefits of the renderer being open-source. There's general agreement that this project represents a substantial advancement in N64 emulation technology.
Ratzilla is a playful demo showcasing a technical experiment in real-time 3D rendering within a web browser. It features a giant rat model, humorously named "Ratzilla," stomping around a simplified cityscape. The project explores techniques for efficient rendering of complex models using WebGPU, a new web standard offering direct access to the device's graphics processing unit (GPU). The demo aims to push the boundaries of what's possible in web-based graphics while maintaining acceptable performance. Though still a prototype, Ratzilla demonstrates the potential of WebGPU for creating compelling and interactive 3D experiences directly within the browser, without the need for plugins or external applications.
HN commenters were impressed with Ratzilla's performance and clever approach to pathfinding using a tiny neural network. Several questioned the practical applications beyond the demo, wondering about its suitability for real-world robotics and complex environments. Some discussed the limitations of the small neural network and potential challenges in scaling the project. Others praised the clear and concise explanation provided on the project's website, along with the accessibility of the demo. A few users pointed out the similarities and differences with other pathfinding algorithms like A*. Overall, the comment section expressed admiration for the technical achievement while maintaining a pragmatic view of its potential.
The Graphics Codex is a comprehensive, free online resource for learning about computer graphics. It covers a broad range of topics, from fundamental concepts like color and light to advanced rendering techniques like ray tracing and path tracing. Emphasizing a practical, math-heavy approach, the Codex provides detailed explanations, interactive diagrams, and code examples to facilitate a deep understanding of the underlying principles. It's designed to be accessible to students and professionals alike, offering a structured learning path from beginner to expert levels. The resource continues to evolve and expand, aiming to become a definitive and up-to-date guide to the field of computer graphics.
Hacker News users largely praised the Graphics Codex, calling it a "fantastic resource" and a "great intro to graphics". Many appreciated its practical, hands-on approach and clear explanations of fundamental concepts, contrasting it favorably with overly theoretical or outdated textbooks. Several commenters highlighted the value of its accompanying code examples and the author's focus on modern graphics techniques. Some discussion revolved around the choice of GLSL over other shading languages, with some preferring a more platform-agnostic approach, but acknowledging the educational benefits of GLSL's explicit nature. The overall sentiment was highly positive, with many expressing excitement about using the resource themselves or recommending it to others.
Threlte 8 introduces significant performance enhancements and new features to the Svelte Three.js wrapper. A key improvement is the move to a new, more efficient rendering loop using requestAnimationFrame
within Svelte's tick function, eliminating unnecessary re-renders and boosting FPS. Version 8 also embraces a new component-based architecture, improving code organization and maintainability. New components like <TCanvas>
and <TGroup>
simplify scene setup and object management. Additionally, Threlte 8 boasts improved developer experience through streamlined event handling, simplified camera controls, and a revamped documentation site. These updates solidify Threlte's position as a powerful and user-friendly tool for building 3D experiences with Svelte.
Hacker News users generally expressed enthusiasm for Threlte 8, praising its improvements to developer experience in using Three.js with Svelte. Several commenters highlighted the elegance of the new component-based approach and its similarity to React Three Fiber, making it easier to learn and use. Some discussed the benefits of Svelte's reactivity and smaller bundle sizes, while others appreciated the improved documentation and examples. One user raised a question about server-side rendering support, which the Threlte author clarified is being actively worked on. Overall, the sentiment was positive, with many commenters eager to try Threlte 8 in their projects.
PyVista is a Python library that provides a streamlined interface for 3D plotting and mesh analysis based on VTK. It simplifies common tasks like loading, processing, and visualizing various 3D data formats, including common file types like STL, OBJ, and VTK's own formats. PyVista aims to be user-friendly and Pythonic, allowing users to easily create interactive visualizations, perform mesh manipulations, and integrate with other scientific Python libraries like NumPy and Matplotlib. It's designed for a wide range of applications, from simple visualizations to complex scientific simulations and 3D model analysis.
HN commenters generally praised PyVista for its ease of use and clean API, making 3D visualization in Python much more accessible than alternatives like VTK. Some highlighted its usefulness in specific fields like geosciences and medical imaging. A few users compared it favorably to Mayavi, noting PyVista's more modern approach and better integration with the wider scientific Python ecosystem. Concerns raised included limited documentation for advanced features and the performance overhead of wrapping VTK. One commenter suggested adding support for GPU-accelerated rendering for larger datasets. Several commenters shared their positive experiences using PyVista in their own projects, reinforcing its practical value.
Summary of Comments ( 2 )
https://news.ycombinator.com/item?id=43257506
HN users largely praised the article for its clear explanations and helpful visualizations of Perlin noise for procedural generation. Several commenters shared their own experiences and experiments with Perlin noise, discussing techniques like combining multiple octaves of noise for more detailed terrain, and using it for generating things beyond landscapes, like clouds or textures. Some pointed out the computational cost of Perlin noise and suggested alternatives like Simplex noise. A few users also offered additional resources and tools for working with procedural generation. One commenter highlighted the article's effective use of interactive diagrams, making it easier to grasp the concepts.
The Hacker News post titled "Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen" has generated several comments discussing various aspects of procedural generation and Perlin noise.
Several commenters praised the clarity and comprehensiveness of the guide, particularly appreciating the visualizations and practical examples provided. One user mentioned finding the explanation of how to generate cave-like structures especially helpful. Another commenter highlighted the value of the guide for beginners, stating that it provides a solid foundation for understanding and implementing Perlin noise.
A discussion emerged around the differences between Perlin noise and other noise functions like Simplex noise. Commenters pointed out the patent issues historically associated with Perlin noise and how Simplex noise was developed as an open alternative. The performance characteristics and visual differences between these noise functions were also touched upon. One user specifically mentioned using OpenSimplex2, noting its speed and lack of patent restrictions.
The topic of applying Perlin noise in different dimensions was also explored. One commenter discussed using 3D Perlin noise for cloud generation, while another mentioned its use in creating textures and heightmaps for terrains. Someone else suggested exploring other techniques like fractal Brownian motion to add further complexity and realism to generated landscapes.
Some commenters shared their own experiences and projects related to procedural generation. One user recounted using Perlin noise to create a game world, while another mentioned exploring its potential in generating realistic textures for 3D models.
Beyond the technical aspects, a few comments reflected on the broader implications of procedural generation. One user pondered the philosophical questions raised by generating complex structures from simple algorithms.
Overall, the comments section reflects a positive reception of the guide, with commenters appreciating its clarity and practical value. The discussion also extends to related topics such as different noise algorithms, applications of procedural generation, and even philosophical musings on the subject.