02-05-2004, 03:23 PM
is on-line. It provides the source codes for the Perlin Noise, both the original Ken Perlin approach and a fast, QB oriented, new algorithm.
Those who may be discouraged by the theory in Part 1 should feel fine with this Part 2, much more practical.
This is the last tutorial of a series of 7:
http://mandelbrot.dazibao.free.fr/Tutos/Tutos.htm
Lesson 1 - True Colour bitmaps: How to use the bitmaps as unlimited virtual screens
Lesson 2 - Vesa/SVGA True Colour modes: No limit in terms of screen size and resolution
Lesson 3 - Mouse programming in SVGA modes: Drive your programs with the polling mouse technique
Lesson 4 - Bresenham's algorithms: Fast lines and circles programming - A reference in terms of optimisation
Lesson 5 - The HSV colorspace: The key to professional true-colour graphics
Lesson 6 - Perlin Noise Part 1: Get into the details of Ken Perlin's magic formulas
Lesson 7 - Perlin Noise Part 2: Programs, applications and references
I hope these tutos will help the QB community, and most of all, prove once and for all that Quick-Basic is alive :lol:
Those who may be discouraged by the theory in Part 1 should feel fine with this Part 2, much more practical.
This is the last tutorial of a series of 7:
http://mandelbrot.dazibao.free.fr/Tutos/Tutos.htm
Lesson 1 - True Colour bitmaps: How to use the bitmaps as unlimited virtual screens
Lesson 2 - Vesa/SVGA True Colour modes: No limit in terms of screen size and resolution
Lesson 3 - Mouse programming in SVGA modes: Drive your programs with the polling mouse technique
Lesson 4 - Bresenham's algorithms: Fast lines and circles programming - A reference in terms of optimisation
Lesson 5 - The HSV colorspace: The key to professional true-colour graphics
Lesson 6 - Perlin Noise Part 1: Get into the details of Ken Perlin's magic formulas
Lesson 7 - Perlin Noise Part 2: Programs, applications and references
I hope these tutos will help the QB community, and most of all, prove once and for all that Quick-Basic is alive :lol: