#ProcessingOrg

Jean-noël LafargueJean_no@pixelfed.fr
2025-05-11
#processingOrg #creativecoding #codecreatif
Un seul programme, une infinité de résultats possibles...
Jean-noël LafargueJean_no@pixelfed.fr
2025-05-07
Jean-noël LafargueJean_no@pixelfed.fr
2025-03-03
Basicaly a lot of triangles.
Made using #processingOrg
2025-02-26

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.

#gameOfLife #automata #GoL #codepen #RecurseCenter #p5js #processingOrg

A grid of ice and water with a penguin on an iceberg. There is an Ocean: 53% at the top and the countdown is at 1 at the bottom. the grid is 15x15 and the art is pixel.
Karsten Schmidttoxi@mastodon.thi.ng
2024-12-19
Github issue comment by me, quote:

"Just to give a little more historic perspective here:

I ported that Farbrausch code for processing.core back in summer 2003. Back then there:

1. wasn't really that much easy-to-find literature or readily available sample code, though two of the most cited & helpful refs was this amazing Hugo Elias article and the noise treatment by the god father of computer graphics.
2. Computers were much slower (and Java too), so for something like noise() to be generally useful (esp. the 2D and 3D versions), we wanted (needed!) to choose a performant implementation and so ended up with the Farbrausch version, which provided the best compromise (also was much faster than other impls I tried & ported back then)...
3. I think it's fair to say that neither Ben, Casey nor I back then considered any of the finer nuances/differences between noise types too much (or at all 😉 )... I proposed a noise() function because I thought it'd be super useful for a lot of different applications and I'd already used it for some terrain & texture generation tasks in a few games I'd developed in Shockwave3D/Director and got some very interesting results from it...
4. I'd have never thought it would stay around (largely unchanged) for that long...

Sorry for any inconvenience caused, heh! :)"
2024-01-30

I did it!

31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.

On the blog: fractalkitty.com/2024/01/02/ge

On Codepen: codepen.io/collection/kNMJQy

#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt

Karsten Schmidttoxi@mastodon.thi.ng
2024-01-05

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...

#Vintage #GenerativeArt #Generative #Genuary2024 #Art #Particles #NBody #Gravity #Visualization #CyclicUniverse #ProcessingOrg

2023-12-16

Processing.org fundraiser for a Decade of Code is posted:

donorbox.org/to-the-power-of-1

I'm one of the contributing artists for one of the perks:)

I am so grateful for processing.org and the community.

#creativeCoding #processingorg #generativeArt

Jean-noël LafargueJean_no@mamot.fr
2023-09-29

Si vous voulez voir les versions animées de ces images réalisées par programmation elles se trouvent sur Instagram (jeannoellafargue) : instagram.com/jeannoellafargue #processingOrg #codeCreatif #creativeCoding #opArt

Une image réalisée par programmation avec le langage Processing.Une image réalisée par programmation avec le langage Processing.Une image réalisée par programmation avec le langage Processing.Une image réalisée par programmation avec le langage Processing.
Karsten Schmidttoxi@mastodon.thi.ng
2023-09-27
Karsten Schmidttoxi@mastodon.thi.ng
2023-08-29

#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for processing.org (2011). The X was formed by placing dipoles with different charge potentials along the outline and then simulating volumetric fieldlines between those. Created with thi.ng's predecessor Toxiclibs and rendered as dichroic glass in #LuxRender.

#GenerativeDesign #Typography #Simulation #Voxel #ProcessingOrg

A 3D render of the letter X formed by hundreds of fieldlines with the entire structure using a glass material.A 3D render of the letter X formed by hundreds of fieldlines with the entire structure using a glass material.A 3D render of the letter X formed by hundreds of fieldlines with the entire structure using a glass material.A 3D render of the letter X formed by hundreds of fieldlines with the entire structure using a glass material.
Karsten Schmidttoxi@mastodon.thi.ng
2023-08-08

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

#Java #GenerativeArt #Demoscene

Karsten Schmidttoxi@mastodon.thi.ng
2023-08-04

Hat tip to @guidoschmidt's ongoing & exciting 2D mobilé experiments, here's a screen recording of my Happy New Year's 2010 interactive toy...

#VerletPhysics #Typography #Toxiclibs #ProcessingOrg

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