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@hatch:noise
@hatch:noise
v0.2.2
Procedural noise primitives — 2D + 3D Simplex / Perlin / Value scalars, fractal Brownian motion octave-sum, and a batched Float32Array heightmap sampler. Backed by the noise crate so terrain generators, foliage scatter, weather simulations, and texture authoring all share the same deterministic, seeded implementations.
stable
system
updated Jun 4, 2026
source ↗
$
hatch add @hatch:noise
copy
MOD
noise
CL
NoiseCore
FN
NoiseCore.static simplex2(x, y, seed)
FN
NoiseCore.static simplex3(x, y, z, seed)
FN
NoiseCore.static perlin2(x, y, seed)
FN
NoiseCore.static perlin3(x, y, z, seed)
FN
NoiseCore.static value2(x, y, seed)
FN
NoiseCore.static value3(x, y, z, seed)
FN
NoiseCore.static fbm2(x, y, seed, octaves, lacunarity, persistence)
FN
NoiseCore.static fbm3(x, y, z, seed, octaves, lacunarity, persistence)
FN
NoiseCore.static fillSimplex2(out, originX, originY, stepX, stepY, width, height, seed)
FN
NoiseCore.static worley2(x, y, seed)
FN
NoiseCore.static worley3(x, y, z, seed)
FN
NoiseCore.static ridgedFbm2(x, y, seed, octaves, lacunarity, persistence)
FN
NoiseCore.static ridgedFbm3(x, y, z, seed, octaves, lacunarity, persistence)
FN
NoiseCore.static fillPerlin2(out, originX, originY, stepX, stepY, width, height, seed)
FN
NoiseCore.static fillValue2(out, originX, originY, stepX, stepY, width, height, seed)
FN
NoiseCore.static fillWorley2(out, originX, originY, stepX, stepY, width, height, seed)
FN
NoiseCore.static fillSimplex3(out, originX, originY, originZ, stepX, stepY, stepZ, width, height, depth, seed)
CL
Noise
FN
Noise.static simplex2(x: Num, y: Num, seed: Num) → Num
FN
Noise.static simplex3(x: Num, y: Num, z: Num, seed: Num) → Num
FN
Noise.static perlin2(x: Num, y: Num, seed: Num) → Num
FN
Noise.static perlin3(x: Num, y: Num, z: Num, seed: Num) → Num
FN
Noise.static value2(x: Num, y: Num, seed: Num) → Num
FN
Noise.static value3(x: Num, y: Num, z: Num, seed: Num) → Num
FN
Noise.static fbm2(x: Num, y: Num, seed: Num, octaves: Num, lacunarity: Num, persistence: Num) → Num
FN
Noise.static fbm3(x: Num, y: Num, z: Num, seed: Num, octaves: Num, lacunarity: Num, persistence: Num) → Num
FN
Noise.static fillSimplex2(out: Float32Array, originX: Num, originY: Num, stepX: Num, stepY: Num, width: Num, height: Num, seed: Num)
FN
Noise.static worley2(x: Num, y: Num, seed: Num) → Num
FN
Noise.static worley3(x: Num, y: Num, z: Num, seed: Num) → Num
FN
Noise.static ridgedFbm2(x: Num, y: Num, seed: Num, octaves: Num, lacunarity: Num, persistence: Num) → Num
FN
Noise.static ridgedFbm3(x: Num, y: Num, z: Num, seed: Num, octaves: Num, lacunarity: Num, persistence: Num) → Num
FN
Noise.static fillPerlin2(out: Float32Array, originX: Num, originY: Num, stepX: Num, stepY: Num, width: Num, height: Num, seed: Num)
FN
Noise.static fillValue2(out: Float32Array, originX: Num, originY: Num, stepX: Num, stepY: Num, width: Num, height: Num, seed: Num)
FN
Noise.static fillWorley2(out: Float32Array, originX: Num, originY: Num, stepX: Num, stepY: Num, width: Num, height: Num, seed: Num)
FN
Noise.static fillSimplex3(out: Float32Array, originX: Num, originY: Num, originZ: Num, stepX: Num, stepY: Num, stepZ: Num, width: Num, height: Num, depth: Num, seed: Num)
FN
Noise.static WGSL_COMPANION → String