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<meta name="description" content="2D Perlin gradient noise, deterministic, in [-1, 1].">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-noise.html">Noise</a> <span>›</span> <span class="here">Noise.perlin2</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Noise.perlin2</h1>
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<code class="sig">Noise.perlin2(x, y, seed) -&gt; fixed</code>
<div class="desc"><p>Samples 2D **Perlin gradient noise** at <code>(x, y)</code> for the given <code>seed</code> and returns a <a href="type-fixed"><code>fixed</code></a> in <code>[-1, 1]</code>. Instead of a random value per lattice point, Perlin places a random gradient at each corner and interpolates their dot products with the offset vectors — which gives smoother, more natural gradients than value noise, the familiar look of classic terrain and cloud fields. By construction the value is exactly <code>0</code> at every integer lattice point.</p><p>Deterministic in fixed point across platforms and runs. Scale the coordinates to set feature size, and stack octaves with <a href="noise-fbm2"><code>Noise.fbm2</code></a> for richer detail.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-seed"><code class="pname">seed</code><span class="pdesc">the field selector</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Perlin {
entry {
let seed = 1337
if Noise.perlin2(fixed(0), fixed(0), seed) == 0 { print(1) } # zero at the lattice
let n = Noise.perlin2(fixed(10) / fixed(3), fixed(7) / fixed(3), seed)
print(Math.floor(n * fixed(1000)))
}
}</pre></div>
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