Language Breakdown
Lines of code distribution across 11 owned repositories
I-Shaped Developer
I-shapedSpecialist — deep expertise in Java
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Drullkus
@Drullkus
slicedlime (Mikael Hedberg)
@slicedlime
dfsek
@dfsek
Nick Young
@yungnickyoung
Henrik Kniberg
@hkniberg
Top Repositories
Successors to OpenSimplex Noise, plus updated OpenSimplex.
Rewrites terrain generation components in Minecraft to improve their visual results.
Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Smooth transitions over biome borders using scattered point evaluations.
The "Grown Biomes" approach, but implemented using a hex grid instead.
Proof-of-concept speed-optimized gradient noise whole-area generator. Uses a vertex queue, that propagates neighbor-to-neighbor. Does not use a "range".
A testbed for my various cave generation ideas.
A simple biome blender class, using a region cache and a blur kernel.
Uses gradient ascent to attempt to determine the maximum value that a gradient-based coherent noise would generate.
Creates a connected blob-like image by analytically integrating the edges of a Minimum Spanning Tree through a blur kernel, and thresholding. Inspired by a post on /r/proceduralgeneration
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