Will math.noise be the same on all language

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? I want to know if math.noise in roblox is the same as mathf.noise(unity) and more if given the same input I am developing a roblox game that would allow user to view the generated map,But since I already math.noise on another local script i don’t want to slow down user cpu,and a 500,000 stud map will probobly broke anyone computer,Instead i want to render my entire 500000 stud map,Which is procedurally generated into a simple height map file,with a low resolution by creating it in another more efficient program.

  2. What is the issue? Theres hardly any sources,Because if only part of noise are not the same this’ll be bad

The math.noise() function uses a Perlin Noise algorithm, and you would assume that any other perlin noise algorithm would return the same result. However, some perlin noise algorithms use different “permutation sets” meaning that, although the base algorithm is the same, the actual results will differ as its using different internal values to give you your output.
I’m not sure what the exact set used by ROBLOX is and no idea what Unity’s would be, but if you 100% need to have a consistent noise algorithm across different languages you’ll have to write your own interpretation of it. You can find the implementation on the wikipedia page:

I’m not 100% sure why you would need the results to be the same across both languages unless you’re making the same game on two different languages or something like that.

(Bear in mind if you write your own interpretation, the actual result of the random number function will likely be different on each language, even if using the same seed, so you’d have to write a pseudorandom number generation algorithm yourself as well)

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