---
title: "Noise and procgen"
package: "@phaser-ae/procgen"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Seeded noise for 2D and 3D games, Perlin, value, Worley, fractal sums, curl flow and hashes, sampled as numbers or painted into tileable textures."
url: https://phaser.io/packs/procgen
site: Phaser - https://phaser.io
---

# Noise and procgen

Seeded noise functions and noise textures: the maths behind terrain heights, clouds, smoke, cracked earth and swirling
flow. Every function is deterministic from its seed, and a field can be sampled as numbers or painted into the atlas
as a tileable texture in one call.

## What it does

Noise is how a game gets values that are random but smooth: a height that rises and falls across a map, a cloud's
density, a current that swirls. The pack gives the standard set as plain functions on `game.procgen`, and exports every
one from the package for code that imports rather than composes. You make a permutation table from a seed with
`noisePerm`, keep it, and sample Perlin noise, fractal sums and curl from it at whatever frequency you scale your
coordinates by.

Fractal sums stack octaves of Perlin noise: fBm for rolling terrain and clouds, ridged noise for sharp crests such as
mountain ridges, lightning and veins, turbulence for billows. Worley noise gives the distance to the nearest of one
random point per cell, for cells, scales and cracked earth. `curl2` turns a field into a divergence-free flow, so
particles or smoke that follow it swirl rather than collecting in one place. Hashes give a repeatable random value per
cell with no table at all.

When you want a picture rather than numbers, `noiseData` samples a whole field into a square grid of values from 0 to
1, `noiseCanvas` paints it, and `noiseFrame` puts it straight into the atlas under a key. Textures tile by default, and
can be greyscale or white with the field as alpha, with an optional radial mask that fades it to a soft puff for smoke
and steam.

## Features

- **Perlin noise in 2D and 3D** — `perlin2` and `perlin3`, about -1 to 1, with a `period` in whole cells that makes
  it tile; the third axis can be time, to animate a 2D field.
- **Value and Worley noise** — `value2`, cheaper and blockier, and `worley2`, the distance to the nearest cell point.
- **Fractal sums** — `fbm2`, `fbm3`, `ridged2` and `turbulence2`, shaped by `octaves`, `lacunarity`, `gain` and
  `period`.
- **Curl flow** — `curl2`, a divergence-free 2D flow from fBm, for particles, smoke and water.
- **Hashes** — `hash2`, `hash3` and `hashInts` for a repeatable value per cell or a seed per slot.
- **Fields as data** — `noiseData` returns a square grid of floats for any of five kinds: fbm, ridged, turbulence,
  worley or value.
- **Textures in the atlas** — `noiseFrame` paints a tileable field under a key, greyscale or white with alpha,
  optionally masked to a radial puff.
- **Deterministic** — every function takes its seed or table, and `noiseFrame` uses the game's seed unless given one.

## Good for

- **Terrain heightfields** in 2D or 3D: fBm for hills, ridged noise for mountain ranges.
- **Smoke, steam and cloud sprites** made at load time with no image files, faded to a puff by the radial mask.
- **Swirling particle motion**: embers, snow or foam drifting along a curl field.
- **Dissolve and displacement masks** that need a field which tiles.
- **Cell patterns**: cracked earth, scales or stone from Worley noise.
- **Per-tile variation** in a tile map or a block world, with a hash per cell so the same cell always gets the same
  answer.

## Make it yours

The pack has no options; every choice is in the call. Frequency is how far you scale your coordinates, `octaves`,
`lacunarity` and `gain` shape the detail, `period` makes a field tile, and a texture's `kind`, `size`, `cell`,
`octaves` and `seed` pick the field and its scale.

Two different uses: a 3D terrain that samples `fbm2` with five octaves at a low frequency for its rolling ground and
`ridged2` for its peaks, from one table made once; and a 2D game that paints a 256-pixel smoke puff at load with
`noiseFrame('smoke', { alpha: true, mask: 'radial' })` and draws its particles with that frame, then sends them along
`curl2` so the smoke curls as it rises.

## A quick look

A table, a few fields sampled at a point, and a texture into the atlas:

```ts
const p = game.procgen;
const perm = p.noisePerm(7);                                    // one table per field, kept
const h = p.fbm2(x * 0.01, y * 0.01, perm, { octaves: 5 });     // about -1..1
const [vx, vy] = p.curl2(x * 0.01, y * 0.01, perm);             // a divergence-free flow
const cells = p.worley2(x * 0.05, y * 0.05, 3);                 // 0 at a cell's point, about 1 between
const frame = p.noiseFrame('smoke', { size: 256, cell: 56, octaves: 3, alpha: true, mask: 'radial' });
```

## Works with

- `particles-2d` — a curl field to drift particles along, and a noise puff to draw them with.
- `rpg-world` — its generated overworld uses this pack's noise.
- `levelgen` — mazes, roguelike dungeons and caves, when you want structure rather than smooth noise.

## Good to know

- It is Perlin, not simplex: fine for textures and fields, a little grid-aligned at high octaves.
- A texture tiles cleanly only when `period` is a whole number of cells.
- `noiseData` runs on the CPU in time that grows with size squared times octaves, so a 1024-pixel, five-octave field
  takes a moment: make it once.
- Worley noise gives the nearest cell point only, with no second-nearest distance.
- Headless, `noiseCanvas` returns null and `noiseFrame` makes a blank frame.

---

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