LuaNoise: libnoise bound to Lua

Showcase your libraries, tools and other projects that help your fellow love users.
Post Reply
User avatar
CrackedP0t
Citizen
Posts: 69
Joined: Wed May 07, 2014 4:01 am
Contact:

LuaNoise: libnoise bound to Lua

Post by CrackedP0t »

This is a Lua library written in C++ to expose the functionality of libnoise to Lua programs. It can be used with game engines like LÖVE, and probably Corona as well, or just with normal Lua or LuaJIT.

libnoise is an incredibly powerful C++ library for creating and manipulating Perlin Noise, which can be used for procedural generation of things like terrain or clouds - or an entire planet. Some examples are available on its website.

It uses a custom generator to write the C++ code for the Lua package, which uses Lua's C API directly. Currently it only works with Lua 5.1 (and therefore LuaJIT), but that's being worked on.

Compiles on Linux using GCC for Linux and MinGW from MXE for Windows.

Its GitHub page is at https://github.com/CrackedP0t/LuaNoise/, where you can find the source and tutorials as well as binary releases.
If you would like to see some examples, the tutorials from the libnoise website have been translated to work with Lua. Make sure to copy noise.so or noise.dll into the tutorials/ directory, then run them with Lua 5.1.

It does include libnoise's noiseutils.

Although it's marked as a beta, it's actually pretty stable, so you could definitely use it in a game.

Please report issues on the GitHub page, and any discussion can take place on this forum thread or the itch.io page.

However, unfortunately, LuaJIT (which means LÖVE :(), but not Lua, will segfault with any code that involves something from noiseutils. Maybe someone could help with this?
/人 ◕‿‿◕ 人\
Here, have an umlaut. Ö
Post Reply

Who is online

Users browsing this forum: No registered users and 20 guests