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scdollins

@scdollins@genart.social

Mazes. Motion. Mathematics.
Enslaved in the Scrolls

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scdollins,
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@turtle_green It's a depth-first search maze generator / circle packing algorithm. The colors are animated based on their depth in the maze. Coded in Processing and glsl.

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Some (near-)homophones that mean very different things that I see confused a lot

phase - faze
discreet - discrete
stationery - stationary
palette - palate
ordinance - ordnance
principle - principal

scdollins,
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@rygorous I'd like to cite that that site is quite the sight

scdollins,
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@rygorous My interest was piqued by a peek at the peak

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Looking at old bookmarks, Fermat's Library was an account I liked, had some nice science introductory posts. They are not on fedi, lets check their twitter. They are active there. They are, umm, paying for it. And look, an elon fantweet. I just can't.

scdollins,
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@curved_ruler Most of my shaders include these two:

vec3 randomPointOnUnitSphere( vec2 rnd ) {
float a = TAU * rnd.x;
float z = 2. * rnd.y - 1.;
return vec3( sqrt( max( 1.-z*z, 0. ) ) * vec2( cos(a), sin(a) ), z );
}

vec3 randomPointInUnitSphere( vec3 rnd ) {
float r = pow( rnd.z, 1./3. );
return randomPointOnUnitSphere( rnd.xy ) * r;
}

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scdollins,
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“There is no one else,” I said. “In this universe, there’s just you and me.”

You stared blankly at me. “But all the people on earth…”

“All you. Different incarnations of you.”

“Wait. I’m everyone!?”

“Now you’re getting it,” I said, with a congratulatory slap on the back.

http://www.galactanet.com/oneoff/theegg_mod.html

Treat yourself with kindness.

scdollins,
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scdollins,
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scdollins,
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@lritter It's a particle simulation of a single chain that wraps in the z direction. Points start in random locations and then try to join their neighbors until they pull together into an infinite knotted cylinder.

I render z-slices in the shader. The "zoops" happen when a strand is more parallel with the slice.

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Lisp, but the second nested parenthesis should be two ((, next ((( and so on.

scdollins,
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@curved_ruler That could get unwieldy for very deep nesting so perhaps you could follow each parenthesis with a binary encoding of the depth using ( for 1 and ) for 0.

For instance, a 5th level '(' would be (()( and ')' would be )()(.

Feels like the sort of feature DreamBerd by @TodePond should have.

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scdollins,
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@piko Yes, it's a random knot every time. I place a bunch of points randomly in space and then draw them together into a chain with a simple physics simulation.

Scroll back a few months through my posts to see various others.

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