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#processingorg

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I roughed out a game of life penguin toy for a few hours today after not sleeping with the storms last night.

It felt good to just write, rewrite and then rewrite what I was wanting to make as I went - I should have recorded (maybe streamed?) how it evolved.

Live:
codepen.io/fractalkitty/live/J

Code:
codepen.io/fractalkitty/pen/Jo

You get to draw between each frame with your penguin in the GOL, but can't let more that 60% of the grid die or get caught on an unstable iceberg. The countdown speeds up a bit as you keep going.

Like in previous years, I'm only passively participating in #Genuary2024 and posting relevant existing experiments/sketches/pieces... Two more candidates (in addition to the recent boids work) incoming for the "Particles" prompt, incl. this first one from 20 years ago:

IdeaSpace - a cyclic universe (2004)

toxi.co.uk/p5/ideaspace/

"A space with a steadily increasing number of moving particles attracted by slowly moving, invisible gravitational centres. The cyclic nature of the space itself acts as four dimensional history, causing each particle to leave a persistent trace in time as well as in space. The paradoxical result of this setup is that whereas the number of particles is approaching infinity there's no increase in computational cost."

This piece was shown at my first solo show @ Mediaruimte, Brussels in 2004. It was started with a "small bang" event (aka spawing the initial particle system in the sim) during the exhibition opening and by the time the show was finished 2 weeks later, the (sim) space was almost entirely white, almost completely filled with particles...

Ps. In the video: 1 rotation = 1 cycle of the simulated universe.

Pps. Also worth noting that this was done entirely without (before) GPUs, all software rendering only. Each particle is actually shown as thin line from its previous position...

Just got reminded of one of my very first #ProcessingOrg pieces from 2003 (11th of August, to be precise — already 20 years ago!) Initially, this was mainly for testing the alpha blending support I worked on in their software renderer, but the resulting aesthetics proved to be quite popular at the time and the piece then ended up being shown in various places/galleries and also informed some of my later work (incl. Nokia branding in 2006)...

Btw. This video is a new screen capture using Processing v4's current OpenGL renderer, with more elements and slightly different blending results, but its close enough... The original source code is here (requires only minor edits to make it run):

toxi.co.uk/p5/segmentsZ/circle