perlin noise

Using Noise in Pixel Shaders

Note: this was written for LÖVE 0.8.0, since 0.9.0 the semantics for shaders have changed with the addition of vertex shaders. I have updated the code snippets so they hopefully with work in 0.9.0 but the downloadable examples will be incompatible.

My name is Mark Wonnacott and I’m a Computer Science student at the University of Bristol in the UK. I’m a hobbyist game developer and I am enamoured with the ease and accessibility of LÖVE and its accompanying libraries.

Like a lot of game development amateurs, I got into programming because I wanted to make games. I’m not an artist, game designer, or audio guy, but I like to have a go at it all. Lately I’ve been playing around with visual effects in LÖVE and having a lot of fun.

In this post I’m going to give a very practical start to playing with visual effects in LÖVE, especially using noise. So many things are possible and so much work has already been done, but hopefully this post will give you a starting point for your own exploration.

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