<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Perlin on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/perlin/</link><description>Recent content in Perlin on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/perlin/index.xml" rel="self" type="application/rss+xml"/><item><title>Camera Noise Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</guid><description>&lt;p&gt;Camera shake comes in two flavors, both as &lt;strong&gt;Noise&lt;/strong&gt; additives on a Phantom Camera&amp;rsquo;s stage list: &lt;code&gt;PerlinNoise&lt;/code&gt; for continuous handheld sway and &lt;code&gt;ImpulseNoise&lt;/code&gt; for event-triggered ADSR-gated bursts. Both consume the same &lt;code&gt;.camnoiseprofile&lt;/code&gt; asset and the same six-axis Perlin layer model; they stack freely.&lt;/p&gt;
&lt;p&gt;For the concept, the preset library, and how to trigger impulses from gameplay code, see &lt;a href="../../../../the_basics/phantomcam/phantom_cameras/noise/"&gt;The Basics: Noise &amp;amp; Impulse&lt;/a&gt;. For the underlying asset format, see &lt;a href="../../../../framework/phantomcam/phantom_cameras/noise_profiles/"&gt;Noise Profiles (Framework API)&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Noise</title><link>https://gsplay.genomestudios.ca/docs/framework/core/utilities/noise_utility/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/core/utilities/noise_utility/</guid><description>&lt;p&gt;The &lt;code&gt;Noise&lt;/code&gt; namespace (&lt;code&gt;GS_Core::Noise&lt;/code&gt;) provides a project-owned, stateless, deterministic, thread-safe Perlin noise toolkit. It backs every continuous-noise subsystem in the framework — &lt;a href="../../../phantomcam/phantom_cameras/noise_profiles/"&gt;PhantomCam Noise Profiles&lt;/a&gt; and the &lt;code&gt;PerlinNoise&lt;/code&gt; / &lt;code&gt;ImpulseNoise&lt;/code&gt; additive stages — plus any future UI wobble, unit idle-jitter, or VFX parameter modulation consumer that needs smooth time-varying values.&lt;/p&gt;
&lt;p&gt;The same &lt;code&gt;NoiseLayer&lt;/code&gt; struct documented below is what &lt;code&gt;CameraNoiseProfile&lt;/code&gt; stores in its six per-axis vectors — no duplication. The utility is intentionally outside PhantomCam so non-camera consumers can adopt it without pulling a camera dependency.&lt;/p&gt;</description></item><item><title>Noise &amp; Impulse</title><link>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/phantom_cameras/noise/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/phantom_cameras/noise/</guid><description>&lt;p&gt;Camera shake comes in two flavors, both as &lt;strong&gt;Noise&lt;/strong&gt; additives on a Phantom Camera&amp;rsquo;s stage list:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;PerlinNoise&lt;/code&gt;&lt;/strong&gt; — continuous Perlin-noise displacement. Use for handheld feel, idle sway, low-frequency wobble. Always sampling.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;ImpulseNoise&lt;/code&gt;&lt;/strong&gt; — event-triggered burst, gated by an ADSR envelope. Use for explosions, foot-stomps, gun kicks. Stays silent until you fire it.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Both consume the same &lt;code&gt;.camnoiseprofile&lt;/code&gt; asset and the same six-axis Perlin layer model. Stack freely on the same cam — a baseline handheld profile plus an event-triggered impact profile is the canonical combination.&lt;/p&gt;</description></item><item><title>Noise Profiles</title><link>https://gsplay.genomestudios.ca/docs/framework/phantomcam/phantom_cameras/noise_profiles/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/phantomcam/phantom_cameras/noise_profiles/</guid><description>&lt;p&gt;A &lt;strong&gt;Camera Noise Profile&lt;/strong&gt; is a &lt;code&gt;.camnoiseprofile&lt;/code&gt; data asset that defines a layered Perlin-noise shape. It is consumed by the &lt;code&gt;PerlinNoise&lt;/code&gt; (continuous) and &lt;code&gt;ImpulseNoise&lt;/code&gt; (event-triggered) &lt;a href="../stages/additives/"&gt;additive stages&lt;/a&gt;. Profiles are reusable — one &amp;ldquo;Handheld_subtle&amp;rdquo; profile can drive both a baseline sway and a triggered impact burst at different intensities by adjusting per-stage gains.&lt;/p&gt;
&lt;p&gt;Profiles are registered through &lt;code&gt;PhantomCamDataAssetsSystemComponent&lt;/code&gt; alongside &lt;code&gt;.camblendprofile&lt;/code&gt; and &lt;code&gt;.camorbit&lt;/code&gt;. The asset reflects with &lt;code&gt;EnableForAssetEditor&lt;/code&gt; so the Asset Editor opens it directly.&lt;/p&gt;</description></item></channel></rss>