Why not on a PC?

  • How do we make this cheap?
  • Real-time noise on a game chip
Which leads us to... why should we need a million dollar supercomputer to travel around evolving planets? I've been tackling this problem head-on, by implementing a gate-level noise algorithm, designed to go directly into hardware accelarator boards. It uses a number of new tricks not present in the original noise algorithm, to greatly reduce the number of hardware gates required, without sacrificing quality.