noisy_bevy

Crates.ionoisy_bevy
lib.rsnoisy_bevy
version0.10.1
created_at2022-10-25 18:36:18.775797+00
updated_at2025-05-30 00:52:53.50536+00
descriptionProcedural noise primitives for Bevy
homepage
repositoryhttps://github.com/johanhelsing/noisy_bevy
max_upload_size
id697126
size730,952
Johan Klokkhammer Helsing (johanhelsing)

documentation

README

noisy_bevy

crates.io MIT docs.rs

Simple stupid noise primitives for glam (Vec2, Vec3) and WGSL.

  • Integrates with Bevy seamlessly
  • Same results on the CPU and GPU (not bit-level perfect, though)

Features

  • [simplex_noise_2d]
  • [simplex_noise_2d_seeded]
  • [simplex_noise_3d]
  • [simplex_noise_3d_seeded]
  • [fbm_simplex_2d]
  • [fbm_simplex_2d_seeded]
  • [fbm_simplex_3d]
  • [fbm_simplex_3d_seeded]
  • [worley_2d]

screenshot of an asteroid generated on the gpu and cpu

Usage

From Rust

Zero initialization, just call the noise functions:

use bevy::prelude::*;
use noisy_bevy::simplex_noise_2d;

let p = Vec2::new(12.3, 45.6);
let value = simplex_noise_2d(p);

From WGSL shaders

First add the plugin to the Bevy app:

App::new()
    .add_plugins(NoisyShaderPlugin)

Then use it in your shaders:

#import noisy_bevy::simplex_noise_2d

// ...

let p = vec2(12.3, 45.6);
let value = simplex_noise_2d(p);

See the asteroids example, for an example that uses noise to procedurally generate a tilemap on the CPU and a matching background in a wgsl shader.

Bevy Version Support

The main branch targets the latest bevy release.

bevy noisy_bevy
0.16 0.9, 0.10, main
0.15 0.8
0.14 0.7
0.13 0.6
0.12 0.5
0.11 0.4
0.10 0.3
0.9 0.2
0.8 0.1

License

MIT

The original simplex noise source is MIT-only, however all changes made by me or PRs to this repo are also available under Apache-2.0.

Acknowledgments

The noise primitives are ports/copies of these

Contributions

PRs welcome!

Commit count: 111

cargo fmt