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	<title>Comments on: Continuous Perlin Noise</title>
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	<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/</link>
	<description>Freelance Creative Developer - IOS -WebGL - Flash</description>
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		<title>By: Choons</title>
		<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/comment-page-1/#comment-663</link>
		<dc:creator>Choons</dc:creator>
		<pubDate>Wed, 08 Jun 2011 08:10:30 +0000</pubDate>
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		<description>ahhhh... I have been looking for a decent example of how to do this for two days. Now I can sleep ; ) Thanks so much for posting it.</description>
		<content:encoded><![CDATA[<p>ahhhh&#8230; I have been looking for a decent example of how to do this for two days. Now I can sleep ; ) Thanks so much for posting it.</p>
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		<title>By: Script.it &#187; Archive &#187; [Lab] The Perlin Landscape</title>
		<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/comment-page-1/#comment-591</link>
		<dc:creator>Script.it &#187; Archive &#187; [Lab] The Perlin Landscape</dc:creator>
		<pubDate>Thu, 22 Jul 2010 10:47:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=29#comment-591</guid>
		<description>[...] went on the interwebs and started looking for cool stuff. I came along Neuro&#8217;s blog and found his Continuous PerlinNoise post. I liked it. So&#8230;. i wanted to try it myself and see if i can do the same, maybe even slightly [...]</description>
		<content:encoded><![CDATA[<p>[...] went on the interwebs and started looking for cool stuff. I came along Neuro&#8217;s blog and found his Continuous PerlinNoise post. I liked it. So&#8230;. i wanted to try it myself and see if i can do the same, maybe even slightly [...]</p>
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		<title>By: The &#8216;this-is-so-cool-that-I-just-had-to-share-this-with-you&#8217;-post at noCreativity.com</title>
		<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/comment-page-1/#comment-26</link>
		<dc:creator>The &#8216;this-is-so-cool-that-I-just-had-to-share-this-with-you&#8217;-post at noCreativity.com</dc:creator>
		<pubDate>Sat, 20 Dec 2008 17:54:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=29#comment-26</guid>
		<description>[...] View the Flash version of the image: Click Read all about it on Kris&#8217; blog: Click [...]</description>
		<content:encoded><![CDATA[<p>[...] View the Flash version of the image: Click Read all about it on Kris&#8217; blog: Click [...]</p>
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		<title>By: Kris</title>
		<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/comment-page-1/#comment-25</link>
		<dc:creator>Kris</dc:creator>
		<pubDate>Tue, 09 Dec 2008 21:54:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=29#comment-25</guid>
		<description>Hi Ronny,
The height (y offset) is the colour value of the pixel on that position in the Perlin noise (the red value in the example).
The last line is just to get smoother valleys and pointier peaks.

var ofset : Number = pval &gt;&gt; 16 &amp; 0xFF;
var h : Number = ofzet * ofzet * ofzet / (265 * 265)</description>
		<content:encoded><![CDATA[<p>Hi Ronny,<br />
The height (y offset) is the colour value of the pixel on that position in the Perlin noise (the red value in the example).<br />
The last line is just to get smoother valleys and pointier peaks.</p>
<p>var ofset : Number = pval &gt;&gt; 16 &amp; 0xFF;<br />
var h : Number = ofzet * ofzet * ofzet / (265 * 265)</p>
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		<title>By: Ronny</title>
		<link>http://www.neuroproductions.be/experiments/continuous-perlin-noise/comment-page-1/#comment-24</link>
		<dc:creator>Ronny</dc:creator>
		<pubDate>Tue, 09 Dec 2008 12:51:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=29#comment-24</guid>
		<description>Impressive. Could you however explain the formula you use to get the height?
Pretty cool! Thought this was done using PV3D for a moment!</description>
		<content:encoded><![CDATA[<p>Impressive. Could you however explain the formula you use to get the height?<br />
Pretty cool! Thought this was done using PV3D for a moment!</p>
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