1. Hey, I've recently been working on a module for Simplex Noise and Gaussian Bluring (so the noise looks a bit better), but aren't sure weather either of the two is actually working, since I've never seen either in such a raw unedited state before.

My Module:
```-----------------------------------------------
---Simplex Noise Module, Translated by Levybreak
--Original Source: [url]http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf[/url]
--(The code there is in java)
--Just as a note, there's a fuckton of math in here. Don't try and calculate this shit real time.
-----------------------------------------------

local math = math
local table = table
local string = string
local tonumber = tonumber
local tostring = tostring
local ipairs = ipairs
--local print = print
--local debug = debug

module("SimplexNoise")

{1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
{0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}};
local Gradients4D = {{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
{0,-1,1,1}, {0,-1,1,-1}, {0,-1,-1,1}, {0,-1,-1,-1},
{1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
{-1,0,1,1}, {-1,0,1,-1}, {-1,0,-1,1}, {-1,0,-1,-1},
{1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
{-1,1,0,1}, {-1,1,0,-1}, {-1,-1,0,1}, {-1,-1,0,-1},
{1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
{-1,1,1,0}, {-1,1,-1,0}, {-1,-1,1,0}, {-1,-1,-1,0}};
local p = {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};

-- To remove the need for index wrapping, double the permutation table length

for i=1,#p do
p[i-1] = p[i]
p[i] = nil
end

end

end

local perm = {}

for i=0,255 do
perm[i] = p[i]
perm[i+256] = p[i]
end

-- A lookup table to traverse the simplex around a given point in 4D.
-- Details can be found where this table is used, in the 4D noise method.

local simplex = {
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};

local function Dot2D(tbl, x, y)
return tbl[1]*x + tbl[2]*y;
end

local function Dot3D(tbl, x, y, z)
return tbl[1]*x + tbl[2]*y + tbl[3]*z
end

local function Dot4D( tbl, x,y,z,w)
return tbl[1]*x + tbl[2]*y + tbl[3]*z + tbl[3]*w;
end

local function SomeBitwiseShit(arg1,arg2)

return arg1 & arg2
end

local Prev2D = {}

-- 2D simplex noise

function Noise2D(xin, yin)
if Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end

local n0, n1, n2; -- Noise contributions from the three corners
-- Skew the input space to determine which simplex cell we're in
local F2 = 0.5*(math.sqrt(3.0)-1.0);
local s = (xin+yin)*F2; -- Hairy factor for 2D
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local G2 = (3.0-math.sqrt(3.0))/6.0;

local t = (i+j)*G2;
local X0 = i-t; -- Unskew the cell origin back to (x,y) space
local Y0 = j-t;
local x0 = xin-X0; -- The x,y distances from the cell origin
local y0 = yin-Y0;

-- For the 2D case, the simplex shape is an equilateral triangle.
-- Determine which simplex we are in.
local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) then
i1=1
j1=0  -- lower triangle, XY order: (0,0)->(1,0)->(1,1)
else
i1=0
j1=1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1)
end

-- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
-- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
-- c = (3-sqrt(3))/6

local x1 = x0 - i1 + G2; -- Offsets for middle corner in (x,y) unskewed coords
local y1 = y0 - j1 + G2;
local x2 = x0 - 1.0 + 2.0 * G2; -- Offsets for last corner in (x,y) unskewed coords
local y2 = y0 - 1.0 + 2.0 * G2;

-- Work out the hashed gradient indices of the three simplex corners
local ii = SomeBitwiseShit(i , 255)
local jj = SomeBitwiseShit(j , 255)
local gi0 = perm[ii+perm[jj]] % 12;
local gi1 = perm[ii+i1+perm[jj+j1]] % 12;
local gi2 = perm[ii+1+perm[jj+1]] % 12;

-- Calculate the contribution from the three corners
local t0 = 0.5 - x0*x0-y0*y0;
if t0<0 then
n0 = 0.0;
else
t0 = t0 * t0
n0 = t0 * t0 * Dot2D(Gradients3D[gi0], x0, y0); -- (x,y) of Gradients3D used for 2D gradient
end

local t1 = 0.5 - x1*x1-y1*y1;
if (t1<0) then
n1 = 0.0;
else
t1 = t1*t1
n1 = t1 * t1 * Dot2D(Gradients3D[gi1], x1, y1);
end

local t2 = 0.5 - x2*x2-y2*y2;
if (t2<0) then
n2 = 0.0;
else
t2 = t2*t2
n2 = t2 * t2 * Dot2D(Gradients3D[gi2], x2, y2);
end

-- Add contributions from each corner to get the final noise value.
-- The result is scaled to return values in the localerval [-1,1].

local retval = 70.0 * (n0 + n1 + n2)

if not Prev2D[xin] then Prev2D[xin] = {} end
Prev2D[xin][yin] = retval

return retval;
end

local Prev3D = {}

-- 3D simplex noise
function Noise3D(vecIn)

local xin = vecIn.x
local yin = vecIn.y
local zin = vecIn.z

if Prev3D[xin] and Prev3D[xin][yin] and Prev3D[xin][yin][zin] then return Prev3D[xin][yin][zin] end

local n0, n1, n2, n3; -- Noise contributions from the four corners

-- Skew the input space to determine which simplex cell we're in
local F3 = 1.0/3.0;
local s = (xin+yin+zin)*F3; -- Very nice and simple skew factor for 3D
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local k = math.floor(zin+s);

local G3 = 1.0/6.0; -- Very nice and simple unskew factor, too
local t = (i+j+k)*G3;

local X0 = i-t; -- Unskew the cell origin back to (x,y,z) space
local Y0 = j-t;
local Z0 = k-t;

local x0 = xin-X0; -- The x,y,z distances from the cell origin
local y0 = yin-Y0;
local z0 = zin-Z0;

-- For the 3D case, the simplex shape is a slightly irregular tetrahedron.
-- Determine which simplex we are in.
local i1, j1, k1; -- Offsets for second corner of simplex in (i,j,k) coords
local i2, j2, k2; -- Offsets for third corner of simplex in (i,j,k) coords

if (x0>=y0) then
if (y0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; -- X Y Z order
elseif (x0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; -- X Z Y order
else
i1=0; j1=0; k1=1; i2=1; j2=0; k2=1;  -- Z X Y order
end
else -- x0<y0
if (y0<z0) then
i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; -- Z Y X order
elseif (x0<z0) then
i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; -- Y Z X order
else
i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; -- Y X Z order
end
end

-- A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
-- a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
-- a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
-- c = 1/6.

local x1 = x0 - i1 + G3; -- Offsets for second corner in (x,y,z) coords
local y1 = y0 - j1 + G3;
local z1 = z0 - k1 + G3;

local x2 = x0 - i2 + 2.0*G3; -- Offsets for third corner in (x,y,z) coords
local y2 = y0 - j2 + 2.0*G3;
local z2 = z0 - k2 + 2.0*G3;

local x3 = x0 - 1.0 + 3.0*G3; -- Offsets for last corner in (x,y,z) coords
local y3 = y0 - 1.0 + 3.0*G3;
local z3 = z0 - 1.0 + 3.0*G3;

-- Work out the hashed gradient indices of the four simplex corners
local ii = SomeBitwiseShit(i , 255)
local jj = SomeBitwiseShit(j , 255)
local kk = SomeBitwiseShit(k , 255)

local gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
local gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;

-- Calculate the contribution from the four corners
local t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;

if (t0<0) then
n0 = 0.0;
else
t0 = t0*t0;
n0 = t0 * t0 * Dot3D(Gradients3D[gi0], x0, y0, z0);
end

local t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;

if (t1<0) then
n1 = 0.0;
else
t1 = t1*t1;
n1 = t1 * t1 * Dot3D(Gradients3D[gi1], x1, y1, z1);
end

local t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;

if (t2<0) then
n2 = 0.0;
else
t2 = t2*t2;
n2 = t2 * t2 * Dot3D(Gradients3D[gi2], x2, y2, z2);
end

local t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;

if (t3<0) then
n3 = 0.0;
else
t3 = t3*t3;
n3 = t3 * t3 * Dot3D(Gradients3D[gi3], x3, y3, z3);
end

-- Add contributions from each corner to get the final noise value.
-- The result is scaled to stay just inside [-1,1]
local retval = 32.0*(n0 + n1 + n2 + n3)
if not Prev3D[xin] then Prev3D[xin] = {} end
if not Prev3D[xin][yin] then Prev3D[xin][yin] = {} end
Prev3D[xin][yin][zin] = retval

return retval;
end

local Prev4D = {}

-- 4D simplex noise
function Noise4D(Vec,Time)

if Prev4D[x] and Prev4D[x][y] and Prev4D[x][y][z] and Prev4D[x][y][z][Time] then return Prev4D[x][y][z][Time] end

local x = Vec.x
local y = Vec.y
local z = Vec.z
local w = Time

-- The skewing and unskewing factors are hairy again for the 4D case
local F4 = (math.sqrt(5.0)-1.0)/4.0;
local G4 = (5.0-math.sqrt(5.0))/20.0;
local n0, n1, n2, n3, n4; -- Noise contributions from the five corners
-- Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
local s = (x + y + z + w) * F4; -- Factor for 4D skewing
local i = math.floor(x + s);
local j = math.floor(y + s);
local k = math.floor(z + s);
local l = math.floor(w + s);
local t = (i + j + k + l) * G4; -- Factor for 4D unskewing
local X0 = i - t; -- Unskew the cell origin back to (x,y,z,w) space
local Y0 = j - t;
local Z0 = k - t;
local W0 = l - t;
local x0 = x - X0; -- The x,y,z,w distances from the cell origin
local y0 = y - Y0;
local z0 = z - Z0;
local w0 = w - W0;
-- For the 4D case, the simplex is a 4D shape I won't even try to describe.
-- To find out which of the 24 possible simplices we're in, we need to
-- determine the magnitude ordering of x0, y0, z0 and w0.
-- The method below is a good way of finding the ordering of x,y,z,w and
-- then find the correct traversal order for the simplex we’re in.
-- First, six pair-wise comparisons are performed between each possible pair
-- of the four coordinates, and the results are used to add up binary bits
-- for an localeger index.
local c1 = (x0 > y0) and 32 or 1;
local c2 = (x0 > z0) and 16 or 1;
local c3 = (y0 > z0) and 8 or 1;
local c4 = (x0 > w0) and 4 or 1;
local c5 = (y0 > w0) and 2 or 1;
local c6 = (z0 > w0) and 1 or 1;
local c = c1 + c2 + c3 + c4 + c5 + c6;
local i1, j1, k1, l1; -- The localeger offsets for the second simplex corner
local i2, j2, k2, l2; -- The localeger offsets for the third simplex corner
local i3, j3, k3, l3; -- The localeger offsets for the fourth simplex corner

-- simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
-- Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
-- impossible. Only the 24 indices which have non-zero entries make any sense.
-- We use a thresholding to set the coordinates in turn from the largest magnitude.
-- The number 3 in the "simplex" array is at the position of the largest coordinate.

i1 = simplex[c][1]>=3 and 1 or 0;
j1 = simplex[c][2]>=3 and 1 or 0;
k1 = simplex[c][3]>=3 and 1 or 0;
l1 = simplex[c][4]>=3 and 1 or 0;
-- The number 2 in the "simplex" array is at the second largest coordinate.
i2 = simplex[c][1]>=2 and 1 or 0;
j2 = simplex[c][2]>=2 and 1 or 0;
k2 = simplex[c][3]>=2 and 1 or 0;
l2 = simplex[c][4]>=2 and 1 or 0;
-- The number 1 in the "simplex" array is at the second smallest coordinate.
i3 = simplex[c][1]>=1 and 1 or 0;
j3 = simplex[c][2]>=1 and 1 or 0;
k3 = simplex[c][3]>=1 and 1 or 0;
l3 = simplex[c][4]>=1 and 1 or 0;
-- The fifth corner has all coordinate offsets = 1, so no need to look that up.
local x1 = x0 - i1 + G4; -- Offsets for second corner in (x,y,z,w) coords
local y1 = y0 - j1 + G4;
local z1 = z0 - k1 + G4;
local w1 = w0 - l1 + G4;
local x2 = x0 - i2 + 2.0*G4; -- Offsets for third corner in (x,y,z,w) coords
local y2 = y0 - j2 + 2.0*G4;
local z2 = z0 - k2 + 2.0*G4;
local w2 = w0 - l2 + 2.0*G4;
local x3 = x0 - i3 + 3.0*G4; -- Offsets for fourth corner in (x,y,z,w) coords
local y3 = y0 - j3 + 3.0*G4;
local z3 = z0 - k3 + 3.0*G4;
local w3 = w0 - l3 + 3.0*G4;
local x4 = x0 - 1.0 + 4.0*G4; -- Offsets for last corner in (x,y,z,w) coords
local y4 = y0 - 1.0 + 4.0*G4;
local z4 = z0 - 1.0 + 4.0*G4;
local w4 = w0 - 1.0 + 4.0*G4;

-- Work out the hashed gradient indices of the five simplex corners
local ii = SomeBitwiseShit(i , 255)
local jj = SomeBitwiseShit(j , 255)
local kk = SomeBitwiseShit(k , 255)
local ll = SomeBitwiseShit(l , 255)
local gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
local gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
local gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;

-- Calculate the contribution from the five corners
local t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
if (t0<0) then
n0 = 0.0;
else
t0 = t0*t0;
n0 = t0 * t0 * Dot4D(Gradients4D[gi0], x0, y0, z0, w0);
end

local t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
if (t1<0) then
n1 = 0.0;
else
t1 = t1*t1;
n1 = t1 * t1 * Dot4D(Gradients4D[gi1], x1, y1, z1, w1);
end

local t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
if (t2<0) then
n2 = 0.0;
else
t2 = t2*t2;
n2 = t2 * t2 * Dot4D(Gradients4D[gi2], x2, y2, z2, w2);
end

local t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
if (t3<0) then
n3 = 0.0;
else
t3 = t3*t3;
n3 = t3 * t3 * Dot4D(Gradients4D[gi3], x3, y3, z3, w3);
end

local t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
if (t4<0) then
n4 = 0.0;
else
t4 = t4*t4;
n4 = t4 * t4 * Dot4D(Gradients4D[gi4], x4, y4, z4, w4);
end

-- Sum up and scale the result to cover the range [-1,1]

local retval = 27.0 * (n0 + n1 + n2 + n3 + n4)

if not Prev4D[x] then Prev4D[x] = {} end
if not Prev4D[x][y] then Prev4D[x][y] = {} end
if not Prev4D[x][y][z] then Prev4D[x][y][z] = {} end
Prev4D[x][y][z][Time] = retval

return retval;

end

local e = 2.71828182845904523536

local PrevBlur2D = {}

function GBlur2D(x,y,stdDev)
if PrevBlur2D[x] and PrevBlur2D[x][y] and PrevBlur2D[x][y][stdDev] then return PrevBlur2D[x][y][stdDev] end
local pwr = ((x^2+y^2)/(2*(stdDev^2)))*-1
local ret = ((1/(2*math.pi*(stdDev^2)))*e)^pwr
if not PrevBlur2D[x] then PrevBlur2D[x] = {} end
if not PrevBlur2D[x][y] then PrevBlur2D[x][y] = {} end
PrevBlur2D[x][y][stdDev] = ret
return ret
end

local PrevBlur1D = {}

function GBlur1D(x,stdDev)
if PrevBlur1D[x] and PrevBlur1D[x][stdDev] then return PrevBlur1D[x][stdDev] end
local pwr = (x^2/(2*stdDev^2))*-1
local ret = ((1/(math.sqrt(2*math.pi)*stdDev))*e)^pwr
if not PrevBlur1D[x] then PrevBlur1D[x] = {} end
PrevBlur1D[x][stdDev] = ret
return ret
end
```

And the code I've been testing with:
```require("SimplexNoise")

for i=1,64 do
for ii=1,64 do
local num = SimplexNoise.Noise2D(i,ii)
num = num+1
num = num*128
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

local VecTbl = {}
for i=1,64 do
VecTbl[i] = {}
for ii=1,64 do
VecTbl[i][ii] = Vector(i,ii,0)
end
end

for i=1,64 do
for ii=1,64 do
local num = SimplexNoise.Noise3D(VecTbl[i][ii])
num = num+1
num = num*128
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

local VecTbl = {}
for i=1,64 do
VecTbl[i] = {}
for ii=1,64 do
VecTbl[i][ii] = Vector(i,ii,0)
end
end

for i=1,64 do
for ii=1,64 do
VecTbl[i][ii].z = ply:GetPos().x
local num = SimplexNoise.Noise4D(VecTbl[i][ii],ply:GetPos().y)
num = num+1
num = num*128
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

--Blur Testing Stuff follows. I'm not sure as to weather it actually works or not......meh.

local function Average(...)
local ret = 0
for k,v in ipairs({...}) do
ret = ret + v
end
return ret/#{...}
end

local function StandardDevitation(...)
local ret = 0
local avg = Average(...)
for k,v in ipairs({...}) do
ret = ret + (v-avg)^2
end
local maxs = #{...}
return math.sqrt(ret/maxs)
end

local function GetValuesWithin(tbl,n,cx,cy,mins,maxs)
local ret = {}
local val = math.Round(n/2)
for i=math.Clamp(cx-val,mins,maxs),math.Clamp(cx+val,mins,maxs) do
for ii=math.Clamp(cy-val,mins,maxs),math.Clamp(cy+val,mins,maxs) do
table.insert(ret,tbl[i][ii])
end
end
return unpack(ret)
end

local tbl = {}
for i=1,64 do
tbl[i] = {}
for ii=1,64 do
tbl[i][ii] = math.Clamp((SimplexNoise.Noise2D(i,ii)+1)*128,0,255)
end
end
local ntbl = {}
for i=1,64 do
ntbl[i] = {}
for ii=1,64 do
local dev = StandardDevitation(GetValuesWithin(tbl,7,i,ii,1,64))
ntbl[i][ii] = tbl[i][ii]-SimplexNoise.GBlur1D(i,dev)
ntbl[i][ii] = ntbl[i][ii]-SimplexNoise.GBlur1D(ii,dev)
end
end
for i=1,64 do
for ii=1,64 do
local num = ntbl[i][ii]
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)
```

Consider this like an alpha release, I need people's opinions on it and knowledgeable people to tell me weather its actually working or not.
Useful x 3 (list)

2. I'm blinded by code. Could you show us some actually working pictures? As much as I'd love to go though and read all this code...
Agree x 3 (list)

3. Well, I think it'd be best If I took a video, probably, since some of my tests are animated.
Agree x 1 (list)

4. Well, I think it'd be best If I took a video, probably, since some of my tests are animated.
Dying to see a video
Agree x 2 (list)

5. http://www.wegame.com/watch/Simplex_Noise_Test/

I'm working on a second test with the noise at a different scale and in a larger area, but garry's infinite loop detection keeps going off because of the huge amount of math that needs to be done for each pixel. (Even if it is only done once)

Edited:

http://www.wegame.com/watch/Simplex_Noise_Test_2/

That took a fucking long ass time to be computed.

Edited:

http://www.wegame.com/watch/Simplex_Noise_Test_3/

Test number 3. Code used:
```require("SimplexNoise")

local tbl = {}
local loopnum = -1
loopnum = loopnum+1
for colum=1,32 do
local i = (32*loopnum)+colum
if not tbl[i] then tbl[i] = {} end

for ii=1,256 do
local num = SimplexNoise.Noise2D(i/10,ii/10)
num = num+1
num = num*128
tbl[i][ii] = num
end
end
if loopnum >= 8 then hook.Remove("Think","MassivelyCool") end
end)
for i=1,256 do
if not tbl[i] then tbl[i] = {} end
for ii=1,256 do
if not tbl[i][ii] then tbl[i][ii] = 255 end
local num = tbl[i][ii]
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

local VecTbl = {}
for i=1,64 do
VecTbl[i] = {}
for ii=1,64 do
VecTbl[i][ii] = Vector(i/10,ii/10,0)
end
end]]

local VecTbl = {}
local frame = 0
local num = 0
local i = 1
num = num + 1
i = math.ceil(num)
frame = frame+1
if frame > 10 then frame = 1 end

if not VecTbl[i] then VecTbl[i] = {} end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end

frame = frame+1
if frame > 10 then frame = 1 end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
local num = SimplexNoise.Noise3D(Vector(i/10,ii/10,frame/10))
num = num+1
num = num*128
if not VecTbl[i][ii][frame] then VecTbl[i][ii][frame] = {} end
VecTbl[i][ii][frame] = num
end
if num >= 256 then hook.Remove("Think","MassivelyCool") end
end)

local playFrame = 0
playFrame = playFrame + 1
if playFrame > 10 then playFrame = 1 end
for i=1,256 do
if not VecTbl[i] then VecTbl[i] = {} end
for ii=1,256 do
if not VecTbl[i][ii] then VecTbl[i][ii] = {} end
if not VecTbl[i][ii][playFrame] then VecTbl[i][ii][playFrame] = 255 end
local num = VecTbl[i][ii][playFrame]
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

local VecTbl = {}
for i=1,75 do
VecTbl[i] = {}
for ii=1,75 do
VecTbl[i][ii] = Vector(i/20,ii/20,0)
end
end

for i=1,75 do
for ii=1,75 do
VecTbl[i][ii].z = math.floor(ply:GetPos().x)/20
local num = SimplexNoise.Noise4D(VecTbl[i][ii],math.floor(ply:GetPos().y)/20)
num = num+1
num = num*128
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)

--Blur Testing Stuff follows. I'm not sure as to weather it actually works or not......meh.

local function Average(...)
local ret = 0
for k,v in ipairs({...}) do
ret = ret + v
end
return ret/#{...}
end

local function StandardDevitation(...)
local ret = 0
local avg = Average(...)
for k,v in ipairs({...}) do
ret = ret + (v-avg)^2
end
local maxs = #{...}
return math.sqrt(ret/maxs)
end

local function GetValuesWithin(tbl,n,cx,cy,mins,maxs)
local ret = {}
local val = math.Round(n/2)
for i=math.Clamp(cx-val,mins,maxs),math.Clamp(cx+val,mins,maxs) do
for ii=math.Clamp(cy-val,mins,maxs),math.Clamp(cy+val,mins,maxs) do
table.insert(ret,tbl[i][ii])
end
end
return unpack(ret)
end

local function DoThatShit(tbl,ntbl)
local loopnum = -1
loopnum = loopnum+1
for colum=1,32 do
local i = (loopnum*32)+colum
if not ntbl[i] then ntbl[i] = {} end
for ii=1,256 do
local dev = StandardDevitation(GetValuesWithin(tbl,4,i,ii,1,256))
ntbl[i][ii] = tbl[i][ii]-SimplexNoise.GBlur1D(i,dev)
ntbl[i][ii] = ntbl[i][ii]-SimplexNoise.GBlur1D(ii,dev)
end
end
if loopnum >= 8 then
hook.Remove("Think","AnotherOneRioght")
end
end)
end

local tbl = {}
local ntbl = {}
local loopnum = -1
loopnum = loopnum+1
for colum=1,32 do
local i = (32*loopnum)+colum
if not tbl[i] then tbl[i] = {} end

for ii=1,256 do
local num = SimplexNoise.Noise2D(i/10,ii/10)
num = num+1
num = num*128
tbl[i][ii] = num
end
end
if loopnum >= 8 then
DoThatShit(tbl,ntbl)
hook.Remove("Think","MassivelyCool")
end
end)
for i=1,256 do
if not ntbl[i] then ntbl[i] = {} end
for ii=1,256 do
if not ntbl[i][ii] then ntbl[i][ii] = 255 end
local num = ntbl[i][ii]
surface.SetDrawColor(num,num,num,255)
surface.DrawRect(i,ii,1,1)
end
end
end)
end)
```

6. When these types of things come out, I can not for the life of me conceptualize one practical usage for them. The only thing that comes to mind is TV static, in 2d3d space, but that's it.

Can anyone beat me to a useful concept?
Agree x 3 (list)

7. 2-3 fps at the video? :l
Agree x 5 (list)

8. 2-3 fps at the video? :l
it's not much higher than that for me to begin with. Calculating the noise chops it in half, and then the recording doesn't help too much either. As I said, for the love of god, don't calculate this shit in the main thread unless you have to.

Edited:

When these types of things come out, I can not for the life of me conceptualize one practical usage for them. The only thing that comes to mind is TV static, in 2d3d space, but that's it.

Can anyone beat me to a useful concept?
It can be useful for adding cohesive randomness to effects and such, and generating procedural textures.

And adding random turbulence to something, once I add in the turbulence effect to the noise.

Edited:

I'd also like to add the the module itself is vanilla lua (aside form the bitwise &... you'd need to download LuaBit or the like for that), so it could be used for non-gmod purposes.

Edited:

http://www.noisemachine.com/talk1/index.html

Has alot of information on how noise ise useful, though.

Edited:

http://www.wegame.com/watch/Turbulent_Simplex_Noise/

Turbulence. :D

9. math.Rand and math.random are your friends, but I love Gaussian stuff. I'll ponder through the libraries within my mind and find some inspiration to use this.

10. The main point is that if you send it the same values, it produces the same output.