DOCS v0.1.13 github

@hatch:noise v0.1.0

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 May 29, 2026 source ↗
README
$ hatch add @hatch:noise

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)

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)