A Godot Engine module wrapping the Accidental Noise Library, enhanced with a visual noise editor for procedural content generation.
godot-anl is a Godot Engine module that integrates the Accidental Noise Library (ANL), providing a comprehensive toolkit for procedural noise generation. It enables developers to create complex noise functions for textures, terrains, and other procedural assets directly within Godot, enhanced by a visual node-based editor for intuitive noise construction.
Godot Engine developers working on projects that require procedural content generation, such as terrain, textures, or environmental effects. It is particularly suited for those who prefer visual scripting or need flexible noise generation for both 2D and 3D assets.
Developers choose godot-anl for its extensive feature set from the Accidental Noise Library, including a visual node-based editor for building noise functions, support for multiple output formats like height maps and seamless textures, and compatibility with both GDScript and C#. It prioritizes flexibility and creative control over raw performance, aligning with Godot's design conventions.
Accidental Noise Library in Godot Engine enhanced with visual noise editor
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Provides a node-based interface within the Godot editor, enabling intuitive construction and editing of complex noise functions without extensive coding, as shown in the wiki examples.
Directly generates height maps, normal maps, bump maps, images, and tiled textures from noise functions, streamlining asset creation for terrains and textures.
Offers a unified API for both GDScript and C#, with usage examples provided, allowing flexibility in scripting languages without sacrificing functionality.
Enables dynamic modification of noise parameters via named variables, facilitating interactive or randomized content, as demonstrated in the programmable noise example.
Admits to 'poorer performance' compared to other noise libraries, which could impact real-time applications or large-scale generation requiring efficiency.
The expression builder feature is a 'work in progress' with some functions causing crashes, making it unreliable for production use or rapid prototyping.
Requires compiling Godot from source with the module using scons, adding setup complexity compared to drop-in plugins or built-in Godot features.