This is a bit of a cheat, as my in-progress project is based on animated particles, but given that today is New Year's Day, this is what I'm going with. 😅🙏
Using #genuary prompts to get more fluent on the #tic80 virtual retrocomputer. This started life as a 3D swirl of sine waves and ended flattened into many of these kaleidoscope mandalas. The loop's very simple, you can tweak some parameters but i like this one.
"Universe man, Universe man
Size of the entire universe man"
https://infinitefunspace.com/p5/fly/ lets you fly through this "infinite" toroidal cube of 1M particles of ray-marched geometry spread by a moving noise function for extra texture.
Use the arrows and ASDW to move. [ and ] change the number of shapes. T toggles the text. N toggles the noise. L toggles layers.
Fiiiiiinally using genuary as an excuse to learn WebGPU. Not much art going on here, just particles, lots of them. Instanced point sprites, to be specific. At this point feels pretty similar to the regl library I'm used to, just a bit lower level. Looking forward to not needing all the WebGL 1 workarounds and kludges I've accumulated over the years. Some surprises like—in addition to managing memory layout manually—uniform buffers having to be multiples of a certain size or something, but mostly quite straightforward.
live version here: https://rreusser.github.io/genuary-2024/01/ #genuary#genuary2024#genuary1
#genuary2024 day 1, second drop: "Particles, lots of them".
(is it generative art when you take a picture of the soap in the dish you were just washing ? ;) #genuary#genuary1#generativeArt
"Particle man, particle man
Doing the things a particle can"
Play with this image live (and check out its source code) at https://infinitefunspace.com/p5/ball/ Drag with the mouse or your finger to spin it around.
It uses buffer-less rendering of 100,000 screen-aligned triangles textured with spheres. Each one is sized, colored, and animated entirely within the vertex shader.
What we have here is particles following paths of a complex function flow field. The complex function is a polynomial with roots arranged in according to symmetries of a right-angle random walk. The flow starts are based on smooth looping meanders
Each particle has one random friend and one random enemy. In each time step, a particle takes a step towards its friend, a slightly larger step away from its enemy, and a teeny step towards the centre of the screen. The result is nicely chaotic behaviour with no real physics. Source code at https://editor.p5js.org/isohedral/sketches/zSZ0-Omzx#genuary#genuary2024#genuary1
I didn't make any new year resolutions, but if I did, one of them would be to stop self-filtering so much. So here we go.
Prompt: "Particles, lots of them"
I first made a few attempts at other things that I wasn't happy with. And honestly I'm not happy with this one either. I feel like particles lend themselves more to animation and I prefer stills. But it's time to be done with this one. So much more of Genuary ahead!
Wasn't planning to #genuary this year, but I've seen so many cool posts.. this system generates lots of particles, certainly no palettes and starting to think about Droste effect. Will probably keep refining this over the month. #genuary1#genuary2
A small experiment for #Genuary using a 2d chaotic attractor as a heatmap for a physarum-like particle system. The current result is really noisy, far from the organic look I was aiming for, and very compression-unfriendly. Better seen in a thumbnail I guess. :D
I like how the transitions between the positive and negative modes feel.