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<title>Noise.simplex2 — Ludic</title>
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<meta name="description" content="2D simplex noise, the organic default, 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.simplex2</span></div>
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Noise.simplex2</h1>
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<code class="sig">Noise.simplex2(x, y, seed) -> fixed</code>
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<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>
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<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>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Simplex {
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entry {
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let seed = 1337
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let n = Noise.simplex2(fixed(4) / fixed(9), fixed(6) / fixed(9), seed)
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print(Math.floor(Noise.unit(n) * fixed(100)))
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}
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}</pre></div>
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