feat(stdlib): add Noise.* — deterministic fixed-point procedural noise (#3)
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A Noise.* namespace for procedural generation, implemented entirely in Q16.16 fixed point over an integer permutation hash so a seed reproduces the exact same field on every platform and run (native/headless/wasm) — the determinism edge over float noise that drifts across CPUs. - value2 / perlin2 / simplex2 — value, gradient, and simplex noise -> [-1,1] - fbm2(x,y,seed,octaves) — fractal Brownian motion (octaves of simplex) - cellular2 / cellular2_id — Worley F1 distance + nearest-cell id - unit(n) — remap [-1,1] -> [0,1] Covers issue phases 1–2 fully plus cellular from phase 3; domain warp, ridged/ billow, and sample1/sample3 remain as follow-ups. Pure integer IR, C-free; cellular/fbm reuse the math prelude's fx_sqrt. - examples/library/noise.ludic: asserts the invariants a fixed-point generator must hold (Perlin == 0 at lattice points, every sampler within [-1,1], reproducibility, seed sensitivity, non-negative cellular distance). Wired into `x test` (now 52 passed). - docs: a new Noise section + per-symbol pages; inventory and coverage pass. - seed regenerated; `x bootstrap-cfree` fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/noise/noise-cellular2.md
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docs/language/noise/noise-cellular2.md
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---
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id: noise-cellular2
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name: Noise.cellular2
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category: noise
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kind: namespace-method
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tokens: Noise.cellular2
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sig: Noise.cellular2(x, y, seed) -> fixed
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tip: Worley (cellular) F1 distance to the nearest cell point.
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order: 5
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ns: Noise
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member: cellular2
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---
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Samples **cellular (Worley) noise** at <code>(x, y)</code> and returns the F1 distance — the distance to the nearest feature point — as a <a href="type-fixed"><code>fixed</code></a> (roughly <code>[0, 1.5]</code>). Each lattice cell holds one feature point placed by its hash; scanning the 3×3 neighbourhood finds the closest one. The distance field forms Voronoi cells, which are exactly the structure you want for stone and cracked textures, biome or region boundaries, and scattered-feature layouts. Small distances mark cell centres; ridges appear where two cells meet.
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Pair it with <a href="noise-cellular2_id"><code>Noise.cellular2_id</code></a> to also know *which* cell you are in. Deterministic in fixed point across platforms and runs.
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Parameters:
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- `x`, `y` — the sample coordinates (`fixed`)
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- `seed` — the field selector
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```ludic
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program Cellular {
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entry {
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let seed = 7
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let d = Noise.cellular2(fixed(5) / fixed(4), fixed(3) / fixed(4), seed)
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print(Math.floor(d * fixed(1000))) # distance to nearest cell point
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}
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}
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```
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