Learn how to make your own bitfield procedural art generator. We start by converting simple mathematical formula into images, then progress into teaching the computer how to generate its own formulas!
One of the challenges for #generative artists is trying to find a fresh new approach or algorithm. Lots of ideas have been done to death.
Occasionally a new idea pops up.
Q. What's yours?
In the last year, mine was the gradient estimation method for rendering the fine structure of the Mandelbrot and Julia sets. It was an algorithm that was a genuine surprise discovery for me!
Gotten a lot further with my terrain editing experiment. Rocks are now clustered together, creating larger flatter areas. Rock walls are also angled a bit based on their size, creating a bit more variation.
I’ve also improved the editing tools: made the add/remove a bit more organic and added a smoothening tool.
Schifahren update: Added enemies logic to track target to its last known position. A* pathfinding is based on massive 2D bitmap representing solid areas.
Oh, the town is a just debug level
In rare non-bird news, earlier this week, I redesigned my blog's logo and wrote a post about that piece of generative art I shared here a few days ago.