---
title: "Noise and procgen: API"
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/api
site: Phaser - https://phaser.io
---

# Noise and procgen: API

`@phaser-ae/procgen` — Seeded noise functions — Perlin 2D/3D, value, Worley, fBm, ridged, turbulence, curl — and tileable noise textures into the atlas. game.procgen.

## The pack

### `procgen`

```ts
function procgen(): Pack<{ procgen: ProcgenApi }>
```

The procgen pack: seeded noise functions (Perlin 2D/3D, value, Worley, fBm, ridged, turbulence, curl) and noise textures into the atlas. Headless, pure. Assets it does not make; fields it does.

## Helpers

### `fbm2`

```ts
function fbm2(x: number, y: number, perm: Uint8Array, opts: FbmOptions = {}): number
```

Fractal Brownian motion over `perlin2`: octaves summed and normalised to about [-1, 1].

### `hashInts`

```ts
function hashInts(...ns: number[]): number
```

A 32-bit FNV-1a hash of a list of integers (each as four bytes): deterministic and platform independent, for seeding a stream per slot (`mulberry32(hashInts(seed, i, j))`).

### `mulberry32`

```ts
function mulberry32(seed: number): () => number
```

A seeded [0,1) stream for code that wants its own deterministic sequence: the kernel's `createRng(seed).next`, kept
under its old name for callers that seed a stream per slot (`mulberry32(hashInts(seed, i, j))`). The name is
historical; the generator is the kernel's xoshiro128**. New code should call `createRng` directly.

### `noiseCanvas`

```ts
function noiseCanvas(opts: NoiseTextureOptions & { alpha?: boolean; mask?: 'radial' } = {}): OffscreenCanvas | null
```

Paint a noise field onto a canvas: greyscale, or white with the field as alpha; `mask: 'radial'` fades to the edge (a puff). Null headless.

### `noisePerm`

```ts
function noisePerm(seed = 1): Uint8Array
```

A 512-entry permutation table from a seed: what every noise function samples. Make one per field and keep it.

### `perlin2`

```ts
function perlin2(x: number, y: number, perm: Uint8Array, period = 0): number
```

2D Perlin gradient noise in about [-1, 1]; `period` (in lattice cells) makes it tile. Sample at `x * frequency`.

## Functions

### `curl2`

```ts
function curl2(x: number, y: number, perm: Uint8Array, opts: FbmOptions = {}, eps = 0.01): [number, number]
```

Divergence-free 2D curl of `fbm2`: a swirling flow field `[vx, vy]` for particles, smoke, water.

### `fbm3`

```ts
function fbm3(x: number, y: number, z: number, perm: Uint8Array, opts: FbmOptions = {}): number
```

`fbm2` in three dimensions.

### `hash2`

```ts
function hash2(x: number, y: number, seed = 0): number
```

An integer hash to [0,1): the same (x, y, seed) always gives the same value. For per-cell randomness with no table.

### `hash3`

```ts
function hash3(x: number, y: number, z: number, seed = 0): number
```

`hash2` in three dimensions.

### `noiseData`

```ts
function noiseData(opts: NoiseTextureOptions = {}): { data: Float32Array; size: number }
```

The field as floats in [0, 1], row-major, `size`×`size`.

### `perlin3`

```ts
function perlin3(x: number, y: number, z: number, perm: Uint8Array, period = 0): number
```

3D Perlin gradient noise in about [-1, 1]; `period` tiles every axis. Terrain, clouds, a time axis for animated 2D fields.

### `ridged2`

```ts
function ridged2(x: number, y: number, perm: Uint8Array, opts: FbmOptions = {}): number
```

Ridged multifractal over `perlin2`: `1 - |noise|` per octave, sharp crests — mountain ridges, lightning, veins. In [0, 1].

### `turbulence2`

```ts
function turbulence2(x: number, y: number, perm: Uint8Array, opts: FbmOptions = {}): number
```

Turbulence over `perlin2`: `|noise|` summed — billowy, always positive. In [0, 1].

### `value2`

```ts
function value2(x: number, y: number, seed = 0, period = 0): number
```

2D value noise in [0, 1]: smooth-interpolated lattice randoms, cheaper and blockier than Perlin. `period` tiles.

### `worley2`

```ts
function worley2(x: number, y: number, seed = 0, period = 0): number
```

2D Worley (cellular) noise: the distance to the nearest of one random point per lattice cell, in about [0, 1]. Cells, scales, cracked earth. `period` tiles.

## Types

### `FbmOptions`

```ts
interface FbmOptions
```

How octaves stack.

- `octaves?: number` — Layers. Default 4.
- `lacunarity?: number` — Frequency multiplier per octave. Default 2.
- `gain?: number` — Amplitude multiplier per octave. Default 0.5.
- `period?: number` — Tiling period in cells at the base frequency; 0 = none. Default 0.

### `NoiseTextureOptions`

```ts
interface NoiseTextureOptions
```

A noise field sampled into a square grid.

- `size?: number` — Pixels per side. Default 256.
- `cell?: number` — Pixels per lattice cell at the base frequency. Default size / 4.
- `octaves?: number` — Octaves. Default 4.
- `seed?: number` — Seed. Default 1.
- `tile?: boolean` — Tile seamlessly. Default true.
- `lacunarity?: number` — Frequency multiplier per octave. Default 2.
- `gain?: number` — Amplitude multiplier per octave. Default 0.5.
- `kind?: 'fbm' | 'ridged' | 'turbulence' | 'worley' | 'value'` — Which field: 'fbm' (default), 'ridged', 'turbulence', 'worley', 'value'.

### `ProcgenApi`

```ts
interface ProcgenApi
```

`game.procgen`: every function of this module, plus `noiseFrame` which paints a field straight into the atlas.

- `mulberry32: typeof mulberry32` — A seeded [0,1) stream.
- `noisePerm: typeof noisePerm` — A permutation table from a seed.
- `hash2: typeof hash2` — Integer hash to [0,1).
- `hash3: typeof hash3` — Integer hash, 3D.
- `perlin2: typeof perlin2` — 2D Perlin.
- `perlin3: typeof perlin3` — 3D Perlin.
- `value2: typeof value2` — 2D value noise.
- `worley2: typeof worley2` — 2D Worley.
- `fbm2: typeof fbm2` — fBm over perlin2.
- `fbm3: typeof fbm3` — fBm over perlin3.
- `ridged2: typeof ridged2` — Ridged multifractal.
- `turbulence2: typeof turbulence2` — Turbulence.
- `curl2: typeof curl2` — Curl of fbm2.
- `noiseData: typeof noiseData` — A field as floats.
- `noiseCanvas: typeof noiseCanvas` — A field as a canvas.
- `noiseFrame(key: string, opts?: NoiseTextureOptions & { alpha?: boolean; mask?: 'radial' }): number` — Paint a noise field into the atlas under `key` (headless: a blank frame) and return its frame index. Throws on a key already in the atlas.
- `readonly seed: number` — The kernel's seed, for fields that should follow the game's.

---

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