@scdollins@genart.social
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scdollins

@scdollins@genart.social

Mazes. Motion. Mathematics.
Enslaved in the Scrolls

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runevision, to random
@runevision@mastodon.gamedev.place avatar

I've quietly made my LayerProcGen framework public:
https://github.com/runevision/LayerProcGen

It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual.

Nobody else have tried/tested it yet - if you're up for taking it for a spin, let me know how it looks; what's clear or confusing, if you think there's low hanging fruit improvements I could make, etc.

Video of a mountainous terrain and visualizations of the kind of layer based generated data that's used to generate it.

scdollins,
@scdollins@genart.social avatar

@runevision I got a job offer and ran out of time, so I focused on implementing the functional terrain. Your implementation is much better fleshed out than mine would have been.

My idea was similar to yours in that coarse levels would place towns and the paths between them which would influence the terrain generation of the finer levels they overlap. Likewise, I intended to generate watersheds that would force the land to descend as needed.

Your implementation easily subsumes mine.

scdollins,
@scdollins@genart.social avatar

@runevision For my PhD thesis, I created a multi-layered grid generating / caching system that you could think of as the dual of a quad-tree with the grid coordinates on the odd values rather than the evens. No two LODs share the same boundary which let me amortize updates across the different levels as you move. Also, objects of any scale would be fully contained in a single cell of some detail level. I didn't get around to implementing anything using the latter.

https://cs.brown.edu/people/sdollins/world/home.html

scdollins, to genart
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Flock by hue

Particles are most strongly attracted to the hue just ahead of them on the color wheel and flee the ones opposite.

- Flocking

4000 particles swarm around each other creating temporary rainbow flows that break and reform as they crash into each other.

scdollins,
@scdollins@genart.social avatar

@qurlyjoe Yes. After the initial random start, it's purely deterministic, so the same initial conditions should always lead to the same animation.

The frustrating aspect to simulations is that there is no closed loop unless you do some rather contrived forcing to move particles back to their start positions.

scdollins,
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3D Flock by hue

Particles are most strongly attracted to the hue just ahead of them on the color wheel and flee the ones opposite.

- Flocking

4000 particles swarm around within a sphere forming rainbow flows that break and reform as they pass near each other.

TodePond, to random
@TodePond@mas.to avatar

hey could someone let me know who bret victor is?

its been 20 minutes and ive forgotten

scdollins,
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@TodePond Sorry to interrupt, but a Brit vector is any mechanism for spreading British memes, e.g. Monty Python or Douglas Adams quotes. Or todepond videos.

scdollins, to genart
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scdollins,
@scdollins@genart.social avatar

@tschundler Right. Their behavior is only coherent because the underlying noise function is coherent. I just add a looping noise value to their start position and scale it back down into a sphere.

scdollins, to genart
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scdollins,
@scdollins@genart.social avatar

@txo_elurmaluta It's a maze where the paths have a bias to follow a polar graph of a multi-armed spiral. The animation colors each segment of the maze based on its distance to the starting point with a shifting phase.

scdollins, to random
@scdollins@genart.social avatar
scdollins,
@scdollins@genart.social avatar

@qtasep Ah, but it is. It just has one particularly creative three-footed tile.

bit101, to random
@bit101@mstdn.social avatar
scdollins,
@scdollins@genart.social avatar

@bit101 Next you can raytrace them and set the z-buffer depth values: https://infinitefunspace.com/p5/ball/

See the code in https://infinitefunspace.com/p5/ball/p5Ball.js

scdollins, to generative
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scdollins, to generative
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scdollins, to generative
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scdollins, to generative
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scdollins, to genart
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"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.

- Particles
- Shaders

scdollins, to genart
@scdollins@genart.social avatar

Vorticial gloop

This is basically the same code as my flocking algorithms, but looks cooler. 12,000 particles "flock" to be near their loop neighbors while avoiding other collisions.

- Flocking

Animation of very convoluted nested loops filled with blue, dark green, yellow, and red swirl around in a gravity flow field.

scdollins,
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bit101, to random
@bit101@mstdn.social avatar
scdollins,
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@bit101 For a random point in a ball, you want to multiply the radius by the cube root of a random, not the square root.

You can use sqrt of the radius to generate points in a 2D disc.

scdollins, to genart
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"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.

- Particles
- SDFs
- Shaders

scdollins, to generative
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scdollins, to genart
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scdollins, to genart
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scdollins, to genart
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10,000 looping dots

- Draw 10,000 of something

scdollins, to generative
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scdollins, to generative
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scdollins, to genart
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A Particularly Problematic Portal-Pairs Puzzle Post

Find the path from the + at the top to the x at the bottom. Letter pairs, symmetric about the center, are connected by portals.

scdollins, to genart
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Hexagon Maze

Find the path from the + to the x. Letter pairs are connected by portals.

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