What I use it for: Planet generation, dungeon generation, town generation (it's very powerful and can give a repeated result with the same seed, very desirable for testing)
Uses a slow, iterative algorithm for noise. This is not your "simplex noise," though I can add that on request.
Version 4 (May 2013):
Now that I understand C, no longer uses ridiculous indirection. GMKs now work with GM Studio. Thank you Brawl, again.
July 2014: If you have a question for me, try to email me or catch me on GameJolt. I don't go on this forum until someone from elsewhere tells me to, but I will update this sucker.
Edited by Skarik, 26 July 2014 - 02:52 AM.