As part of our Ooman game tech demo release, we open-sourced some code including a new implementation of simplex noise. Noise is a key component of making procedural game assets: instead of loading in a texture for marble or clouds (or most materials), you can calculate these noisy aspects of nature on the fly, and at different resolutions.
For webGL (and for a few other applications), current implementations of noise are problematic because of resource demands. Our version of noise fixes these issues and has been gaining notice in the community. Check out this post from WebGL.org:
“Mar 17, 2011 – Since its inception, GLSL has sadly lacked native support for noise(). A few GLSL implementations of Perlin noise have been presented over the years, but now it seems like we have a winner. Ian McEwan of Ashima Arts has come up with a very clever version of “simplex noise” that requires neither texture access nor arrays. It is compatible with WebGL, it is a set of self-contained GLSL functions with no external dependencies, and it runs fast. A demo with full source code has been posted to the GLSL developer’s forum.”