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Stephens Nunnally 2 ani în urmă
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2 a modificat fișierele cu 2 adăugiri și 1 ștergeri
  1. 2 0
      ARCHIVE.md
  2. 0 1
      README.md

+ 2 - 0
ARCHIVE.md

@@ -23,6 +23,8 @@ _Exploring specialty application / game engine / game development topics and fea
 - 📚 [Box2D Soft Body Blobs](https://www.emanueleferonato.com/2012/09/21/step-by-step-creation-of-a-box2d-soft-body-blob/) - Step by step creation of a Box2D soft body blob.
 - 📚 [Box2D Soft Body Blobs](https://www.emanueleferonato.com/2012/09/21/step-by-step-creation-of-a-box2d-soft-body-blob/) - Step by step creation of a Box2D soft body blob.
 
 
 ### Shaders
 ### Shaders
+- Noise
+    - 🎉 [Direct Computational Noise](https://weber.itn.liu.se/~stegu/jgt2011/supplement.pdf) - GLSL 2D simplex noise function many games use. [[Source](https://github.com/ashima/webgl-noise/)]
 - Wireframe
 - Wireframe
     - 📚 [Easy Wireframe Display](https://web.archive.org/web/20190220052115/http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/) - Rendering triangles as wireframe using [Barycentric Coordinates](https://en.wikipedia.org/wiki/Barycentric_coordinate_system).
     - 📚 [Easy Wireframe Display](https://web.archive.org/web/20190220052115/http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/) - Rendering triangles as wireframe using [Barycentric Coordinates](https://en.wikipedia.org/wiki/Barycentric_coordinate_system).
 
 

+ 0 - 1
README.md

@@ -1151,7 +1151,6 @@ _Exploring specialty game engine / game development topics and features._
 - Noise
 - Noise
     - 📚 [Book of Shaders: Noise](https://thebookofshaders.com/11/) - Excellent GLSL noise article by Book of Shaders.
     - 📚 [Book of Shaders: Noise](https://thebookofshaders.com/11/) - Excellent GLSL noise article by Book of Shaders.
     - 📚 [Color Banding](https://shader-tutorial.dev/advanced/color-banding-dithering/) - Using noise / dithering to improve drawing gradients.
     - 📚 [Color Banding](https://shader-tutorial.dev/advanced/color-banding-dithering/) - Using noise / dithering to improve drawing gradients.
-    - 🎉 [Direct Computational Noise](https://weber.itn.liu.se/~stegu/jgt2011/supplement.pdf) - GLSL 2D simplex noise function many games use. [[Source](https://github.com/ashima/webgl-noise/)]
     - 🎉 [Psrdnoise](https://github.com/stegu/psrdnoise/) - Tiling simplex flow noise in 2D/3D.
     - 🎉 [Psrdnoise](https://github.com/stegu/psrdnoise/) - Tiling simplex flow noise in 2D/3D.
     - 📚 [Understanding Perlin Noise](http://adrianb.io/2014/08/09/perlinnoise.html) - Analysis of Perlin Noise, written in C#. [[Source](https://gist.github.com/Flafla2/f0260a861be0ebdeef76)]
     - 📚 [Understanding Perlin Noise](http://adrianb.io/2014/08/09/perlinnoise.html) - Analysis of Perlin Noise, written in C#. [[Source](https://gist.github.com/Flafla2/f0260a861be0ebdeef76)]
     - 🎉 [WebGL Noise](https://github.com/stegu/webgl-noise/) - Maintained branch of the original Ashima Arts 2D, 3D and 4D noise functions.
     - 🎉 [WebGL Noise](https://github.com/stegu/webgl-noise/) - Maintained branch of the original Ashima Arts 2D, 3D and 4D noise functions.