2D OpenSimplex2 noise, standard lattice orientation.
2D OpenSimplex2 noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps.
3D OpenSimplex2 noise, classic orientation. Proper substitute for 3D Simplex in light of Forbidden Formulae. Use noise3_XYBeforeZ or noise3_XZBeforeY instead, wherever appropriate.
3D OpenSimplex2 noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use noise3_XZBeforeY. If Z is vertical in world coordinates, call noise3_XYBeforeZ(x, y, Z). For a time varied animation, call noise3_XYBeforeZ(x, y, T).
3D OpenSimplex2 noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XZBeforeY(x, Y, z). If Z is vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x, T, y) or use noise3_XYBeforeZ.
4D OpenSimplex2 noise, classic lattice orientation.
4D OpenSimplex2 noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizontal. Recommended for noise(x, y, sin(time), cos(time)) trick.
4D OpenSimplex2 noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time)
4D OpenSimplex2 noise, with XZ and YW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Z (or Y and W) are horizontal.
Interface defining methods common to OpenSimplex2 implementations.