noisy_bevy
Simple stupid noise primitives for glam types (Vec2, Vec3) and wgsl.
Main motivations are:
- ergonomic usage with Bevy
- same results on rust and wgsl (not bit-level perfect, though)

Implemented noise primitives:
- [
simplex_noise_2d] - [
simplex_noise_2d_seeded] - [
simplex_noise_3d] - [
fbm_simplex_2d] - [
fbm_simplex_2d_seeded] - [
fbm_simplex_3d]
Usage
From rust
Zero initialization, just call the noise functions:
use *;
use simplex_noise_2d;
let p = new;
let value = simplex_noise_2d;
From wgsl shaders
First add the plugin to the Bevy app:
new
.add_plugin
And import it and use it in your shaders, with the same API as on the CPU-side:
#import noisy_bevy::prelude
// ...
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 |
|---|---|
| 0.9 | 0.2, main |
| 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
- https://github.com/stegu/psrdnoise
- https://gist.github.com/munrocket/236ed5ba7e409b8bdf1ff6eca5dcdc39
Contributions
PRs welcome!