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<title>Noise.simplex2 — Ludic</title>
<meta name="description" content="2D simplex noise, the organic default, in [-1, 1].">
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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.simplex2</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Noise.simplex2</h1>
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<code class="sig">Noise.simplex2(x, y, seed) -&gt; fixed</code>
<div class="desc"><p>Samples 2D **simplex 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>. Simplex noise sums contributions from the three corners of a skewed triangular cell, which gives it fewer of the axis-aligned directional artifacts that gradient noise can show — making it the recommended default for organic fields like terrain height and biome masks.</p><p>Deterministic in fixed point across platforms and runs, and the generator that <a href="noise-fbm2"><code>Noise.fbm2</code></a> layers by default. Scale the coordinates to set feature size.</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 Simplex {
entry {
let seed = 1337
let n = Noise.simplex2(fixed(4) / fixed(9), fixed(6) / fixed(9), seed)
print(Math.floor(Noise.unit(n) * fixed(100)))
}
}</pre></div>
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