Another exploration of a sci fi landscape. Everything is algorithmically generated. CreditsThe 3d bits were built using three.js.
This is another algorithmic exploration of geometry using three.js. For this one I took the time to figure out how to hack into the three.js shader system.
I decided I wanted to do a bit of fun 3d work. This rendering combines three.js with 2d canvas rendering. CreditsInspiration for the piece comes from Dan McPharlin. I didn’t really realize how close I got to the original until after I had finished it, so kudos to his work. Texture from SEspider Productions and Pixologic, used under CC license. The 3d bits were built using three.js.
This is a variant of the draw explosions sessions.
This is based off of the previous canvas session, but this time with drawn interaction.
A swarm of spheres.
In a further endeavor to create my own physics system, I started working on correctly modeling impulse colliision responses, where two bodies of different masses can collide with one another. It was a bit difficult to find correct implementations of the formula with adequate explanations. I ended up driving up to my office to grab a book on game mechanics to have a more reasonably written explanation. I was quite happy with the way that…
I started building a physics simulator from scratch, because why not? I’d like to write up some of the testing infrastructure I set up for it because it’s kind of fun.
This one is more verlet integration, but this time with a spiral. I had something else more intricate in mind, but liked the results here.
This session has points that get generated, and then clump together. They start to break down when the simulation starts taking too long to draw.
I’ve never done verlet integration before. I didn’t write on from scratch, but happened upon an old npm module, verlet-system from Matt DesLauries. I was happy about that, and so ended up with this current session.
Copy and pasting from the last 2d session, this iteration adds subdiving behavior. Entities must gather enough resources to survive and subdivide. This ends up modeling an exponential boom and bust cycle.
Small swimming entities find food near them, and eat it up.
This not a boids algorithm, but rather is a simple following algorithm. One entity randomly follows another entity, while a few randomly wander to help break up the uniformity.
This is the first in a new session series, focusing on drawing with 2d. There is something very nice and immediate about working in a 2d space. I’m guessing this series will have more simple output compared to the 3d sessions.