The #WCCChallenge this week was "space-filling algorithms", and the group had a ton of really good contributions.
I chose to create a diffusion limited aggregation system. It was something that I explored in my early code art days over 20 years ago, so it felt good to be able to whip up something much better in a fraction of the time. There are several variations, and it's fun to watch it slowly build up.
And in case anyone was curious, here are some renders from the #Povray DLA simulations I did back in 2002, based on some stuff I read in the math library at the U of MN. This version produced a beautiful lacy structure. I wrote the state of each grid cell to a huge array in a text file, so then I could render from it multiple times to experiment. The initial simulation/parse took about 30-60 minutes. I experimented with making more artistic renders with them, but didn't go very far with that.
Ah que j'aimerais utiliser la profondeur de champ de la #camera de #povray dans mon projet actuel, comme je l'avait fait pour le cloître. Mais actuellement, je n'ai pas assez de puissance #CPU pour faire ça en un temps raisonnable, moins de six mois, c'est pas réaliste. https://tube.interhacker.space/w/x47KC61btT6QsedQGgbhJo
Donc résumons parce que la presse à du mal !
On a un prez qui vient du PS, qui est ultra-libéral, qui soutient une loi raciste et xhénophobe, qui a fait en sorte que le monde de la chasse/FNSEA pollueurs fachos reçoive des subventions pharaoniques, qui défend un gros pervers pédophile et violeur, et qui n'avait pas pu prédire le dérèglement climatique annoncé depuis 1972. ...je sais manque des trucs, tu complètes ?
On fait un dossier de presse et on voit qui ose publier.
@brunus : Tu devrais aller faire du #skate au fond de la #piscine extérieure au lieu de te prendre la tête avec la #chienlit du monde moderne. Ou alors faire du #povray. Ou aller boire toutes les bières de @DarKou en écoutant Joan Jett.
@suzannealdrich That's awesome! I made most of the graphics for my first website using #Povray. Now I'm also making my new personal site using Hugo. I'm building it from scratch with mostly new material, but I'll also be putting my dusty poetry back up (good stuff you've made, btw). Maybe I ought to fire up the raytracer for old time's sake. Here are a few of the images I made back in 2002 for header images and dividers. Pretty nostalgic.
I wrote an SDF ray-marching engine in #harelang. This is the first time I've got so far in writing a rendering engine, reminds me of when I was 15 or so experimenting with #PovRay. That's what got me into programming in the very beginning. Hare is a fun little language. Thanks @drewdevault.
Oh, an anecdote. I remember rendering a particular scene in the #PovRay raytracer on that machine circa 1995.
The resolution was somewhere between 640x480 and 1024x768, inclusive.
It took a WEEK to render the scene (drums with a kind of plasma background).
I tried it out on my relatively week ARM #PinebookPro and it rendered at 1080p in like three seconds. XD XD XD
I've been a long time proponent and participants in open source, starting I think back when I added Unicode #fonts support for #POVRay. Got sucked into Multimedia and some #3DModeling and animation #GameArt for one of the earlier large publishers. I stepped up my #OpenSource game by becoming one of the core developers then board members for #Inkscape. Got sidelined a bit, but getting involved again.