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

@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.

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,
@scdollins@genart.social avatar

@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.

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 genart
@scdollins@genart.social avatar
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.

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

Flock by hue

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

#Genuary19 - Flocking

#Genuary2024 #CreativeCoding #GenerativeArt #AlgorithmicArt

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

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.

#Genuary19 - Flocking

#Genuary2024 #CreativeCoding #GenerativeArt #AlgorithmicArt

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

#Genuary19 - Flocking

#Genuary2024 #CreativeCoding #GenerativeArt #AlgorithmicArt

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

scdollins,
@scdollins@genart.social avatar
danil, to GraphicsProgramming
@danil@mastodon.gamedev.place avatar

New blog post - Hash Noise stability in GPU Shaders -
https://arugl.medium.com/hash-noise-in-gpu-shaders-210188ac3a3e

scdollins,
@scdollins@genart.social avatar

@danil Do you know about http://www.jcgt.org/published/0009/03/02/ and
https://www.shadertoy.com/view/XlGcRh

pcg4d has become my favorite hash. As a 4-in/4-out you can give it a random seed and xyz and get out 4 values at once.

scdollins,
@scdollins@genart.social avatar

@danil Ah, sorry, yes you do. Bad reading comprehension on my part.

Though it slows it down even more, one way to get better int to float consistency is to only use 24 bits of the int (right shift by 8 bits) so that it fits cleanly into the mantissa. Arch differences come in the way they round the lowest bits, so to keep it clean, just cut them off.

But as you say, if you're coming from floats, it'll be faster to stay there.

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

@wow_elec_tron It's made with a program I wrote in Processing.

scdollins, to generative
@scdollins@genart.social avatar
scdollins,
@scdollins@genart.social avatar
TomF, to random
@TomF@mastodon.gamedev.place avatar

Here's a picture. Quickly count how many players are on each of the two teams, then answer the poll in the following comment.

scdollins,
@scdollins@genart.social avatar

@TomF @aeva As is more common, I'm slightly red insensitive but have no trouble distinguishing red and green. A better test (not better, but different) would test thin red lines on black, or cyan on white, or yellow on bright green.

Pure red error messages on a black console window particularly suck. Ideally, red fonts should always include a bit of green to help it stand out from a black background or from other black text on a light background.

scdollins, to generative
@scdollins@genart.social avatar

A collection of grid-free mazes

I usually create mazes by growing the paths. These, instead, grow the walls.

Growing the paths gives more control. While I like these aesthetically, their solutions tend to be pretty simple.

Circle maze with very wiggly square-aligned walls
Circle maze with wiggly square-aligned walls. The spacing grows and shrinks in spirals from the center.
Circle maze with wiggly zig-zagging triangular walls.

scdollins,
@scdollins@genart.social avatar

@Haldane Thanks! It's my own code written in Processing though using OpenGL and shaders to do the rendering.

The algorithm is similar to the one described here: https://sighack.com/post/poisson-disk-sampling-bridsons-algorithm

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