Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
20 lines
421 B
C++
20 lines
421 B
C++
//
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// Misc. noise functions from Texturing and Modeling A Procedural Approach
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// Perlin, Musgrave...
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//
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float bias(float a, float b);
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float gain(float a, float b);
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float noise1(float arg);
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float noise2(float vec[]);
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float noise3(float vec[]);
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float turbulence(float *v, float freq);
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int Perm(int v);
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#define MAX_OCTAVES 50
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double fBm1(double point, double H, double lacunarity, double octaves);
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