I don’t understand all the details, but I believe simplex noise uses a tetrahedral grid. Maybe that will give you some clue to work it out; some of the numbers are likely related to factors like the ratio of a tetrahedron’s height to its side length, etc.

Hi.

I’ve been trying to understand the inner workings of simplex noise for two weeks. All the papers I found tell about obvious stuff, and don’t explain much more important concepts in my opinion.

I would be very glad if someone explain me how the grid is skewed. I’ve read Ken papers, all Gustavson articles. No success. Maybe I’m dumb and should stop making games.

Can someone show with pictures and explanations how do they get all those weird numbers like F2 = 0.366 and others. Not just “The factor has to be sqrt(n+1)”, but exactly why the factor has to be like this.

My algorithm works ok, but I just don’t want to use something I don’t understand.

Thanks in advance.