#processingorg — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #processingorg, aggregated by home.social.
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Today marks 19 years since the very first _public_ commit of my old #Toxiclibs code library collection, which for many years were one of the largest and most important side-projects related to Java & Processing.org.
Altogether, toxiclibs consisted of ~360 different "building blocks for computational design" and was used as teaching tool in related fields in many universities, mostly in conjunction with Processing, but also without...
The libraries covered 2D/3D geometry with dozens of shape types/conversions, procedural voxel modeling tools, meshes, NURBs, math utilities, linear algebra, color theory/modes/conversion, data visualization algorithms, waveform generators, filters, spatial audio, 2D/3D physics simulations, agents (before they were cool!), 1D/2D/3D cellular automata, reaction diffusion, diffusion-limited agreggation and a lot more...
Below are links to two community showreels I produced back in 2009/10, showing a selection of works done by dozens of other artists, designers, architects, students etc.
2009 showreel:
https://www.youtube.com/watch?v=U9ifgR_7XqU2010 showreel:
https://www.youtube.com/watch?v=lrdevgQ2VKAEven though I fully stopped using Java back around 2013 (after 17 years of it being my primary proglang), these libraries are still being used now and over the past decade I've been working on, expanding on and going deeper into these same topics (and more) in other languages (Clojure/ClojureScript, TypeScript, Zig, C)...
Happy coding! :)
#Toxiclibs #Java #ProcessingOrg #CreativeCoding #ComputationalDesign #Anniversary #OpenSource
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Today marks 19 years since the very first _public_ commit of my old #Toxiclibs code library collection, which for many years were one of the largest and most important side-projects related to Java & Processing.org.
Altogether, toxiclibs consisted of ~360 different "building blocks for computational design" and was used as teaching tool in related fields in many universities, mostly in conjunction with Processing, but also without...
The libraries covered 2D/3D geometry with dozens of shape types/conversions, procedural voxel modeling tools, meshes, NURBs, math utilities, linear algebra, color theory/modes/conversion, data visualization algorithms, waveform generators, filters, spatial audio, 2D/3D physics simulations, agents (before they were cool!), 1D/2D/3D cellular automata, reaction diffusion, diffusion-limited agreggation and a lot more...
Below are links to two community showreels I produced back in 2009/10, showing a selection of works done by dozens of other artists, designers, architects, students etc.
2009 showreel:
https://www.youtube.com/watch?v=U9ifgR_7XqU2010 showreel:
https://www.youtube.com/watch?v=lrdevgQ2VKAEven though I fully stopped using Java back around 2013 (after 17 years of it being my primary proglang), these libraries are still being used now and over the past decade I've been working on, expanding on and going deeper into these same topics (and more) in other languages (Clojure/ClojureScript, TypeScript, Zig, C)...
Happy coding! :)
#Toxiclibs #Java #ProcessingOrg #CreativeCoding #ComputationalDesign #Anniversary #OpenSource
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Today marks 19 years since the very first _public_ commit of my old #Toxiclibs code library collection, which for many years were one of the largest and most important side-projects related to Java & Processing.org.
Altogether, toxiclibs consisted of ~360 different "building blocks for computational design" and was used as teaching tool in related fields in many universities, mostly in conjunction with Processing, but also without...
The libraries covered 2D/3D geometry with dozens of shape types/conversions, procedural voxel modeling tools, meshes, NURBs, math utilities, linear algebra, color theory/modes/conversion, data visualization algorithms, waveform generators, filters, spatial audio, 2D/3D physics simulations, agents (before they were cool!), 1D/2D/3D cellular automata, reaction diffusion, diffusion-limited agreggation and a lot more...
Below are links to two community showreels I produced back in 2009/10, showing a selection of works done by dozens of other artists, designers, architects, students etc.
2009 showreel:
https://www.youtube.com/watch?v=U9ifgR_7XqU2010 showreel:
https://www.youtube.com/watch?v=lrdevgQ2VKAEven though I fully stopped using Java back around 2013 (after 17 years of it being my primary proglang), these libraries are still being used now and over the past decade I've been working on, expanding on and going deeper into these same topics (and more) in other languages (Clojure/ClojureScript, TypeScript, Zig, C)...
Happy coding! :)
#Toxiclibs #Java #ProcessingOrg #CreativeCoding #ComputationalDesign #Anniversary #OpenSource
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Today marks 19 years since the very first _public_ commit of my old #Toxiclibs code library collection, which for many years were one of the largest and most important side-projects related to Java & Processing.org.
Altogether, toxiclibs consisted of ~360 different "building blocks for computational design" and was used as teaching tool in related fields in many universities, mostly in conjunction with Processing, but also without...
The libraries covered 2D/3D geometry with dozens of shape types/conversions, procedural voxel modeling tools, meshes, NURBs, math utilities, linear algebra, color theory/modes/conversion, data visualization algorithms, waveform generators, filters, spatial audio, 2D/3D physics simulations, agents (before they were cool!), 1D/2D/3D cellular automata, reaction diffusion, diffusion-limited agreggation and a lot more...
Below are links to two community showreels I produced back in 2009/10, showing a selection of works done by dozens of other artists, designers, architects, students etc.
2009 showreel:
https://www.youtube.com/watch?v=U9ifgR_7XqU2010 showreel:
https://www.youtube.com/watch?v=lrdevgQ2VKAEven though I fully stopped using Java back around 2013 (after 17 years of it being my primary proglang), these libraries are still being used now and over the past decade I've been working on, expanding on and going deeper into these same topics (and more) in other languages (Clojure/ClojureScript, TypeScript, Zig, C)...
Happy coding! :)
#Toxiclibs #Java #ProcessingOrg #CreativeCoding #ComputationalDesign #Anniversary #OpenSource
-
Today marks 19 years since the very first _public_ commit of my old #Toxiclibs code library collection, which for many years were one of the largest and most important side-projects related to Java & Processing.org.
Altogether, toxiclibs consisted of ~360 different "building blocks for computational design" and was used as teaching tool in related fields in many universities, mostly in conjunction with Processing, but also without...
The libraries covered 2D/3D geometry with dozens of shape types/conversions, procedural voxel modeling tools, meshes, NURBs, math utilities, linear algebra, color theory/modes/conversion, data visualization algorithms, waveform generators, filters, spatial audio, 2D/3D physics simulations, agents (before they were cool!), 1D/2D/3D cellular automata, reaction diffusion, diffusion-limited agreggation and a lot more...
Below are links to two community showreels I produced back in 2009/10, showing a selection of works done by dozens of other artists, designers, architects, students etc.
2009 showreel:
https://www.youtube.com/watch?v=U9ifgR_7XqU2010 showreel:
https://www.youtube.com/watch?v=lrdevgQ2VKAEven though I fully stopped using Java back around 2013 (after 17 years of it being my primary proglang), these libraries are still being used now and over the past decade I've been working on, expanding on and going deeper into these same topics (and more) in other languages (Clojure/ClojureScript, TypeScript, Zig, C)...
Happy coding! :)
#Toxiclibs #Java #ProcessingOrg #CreativeCoding #ComputationalDesign #Anniversary #OpenSource
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today's creative coding sketch: https://codepen.io/fractalkitty/pen/ogNPgRq?editors=0010
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today's creative coding sketch: https://codepen.io/fractalkitty/pen/ogNPgRq?editors=0010
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today's creative coding sketch: https://codepen.io/fractalkitty/pen/ogNPgRq?editors=0010
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today's creative coding sketch: https://codepen.io/fractalkitty/pen/ogNPgRq?editors=0010
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today's creative coding sketch: https://codepen.io/fractalkitty/pen/ogNPgRq?editors=0010
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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:
https://codepen.io/fractalkitty/live/JojRByLCode:
https://codepen.io/fractalkitty/pen/JojRByL?editors=0110You 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
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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:
https://codepen.io/fractalkitty/live/JojRByLCode:
https://codepen.io/fractalkitty/pen/JojRByL?editors=0110You 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
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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:
https://codepen.io/fractalkitty/live/JojRByLCode:
https://codepen.io/fractalkitty/pen/JojRByL?editors=0110You 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
-
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:
https://codepen.io/fractalkitty/live/JojRByLCode:
https://codepen.io/fractalkitty/pen/JojRByL?editors=0110You 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
-
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:
https://codepen.io/fractalkitty/live/JojRByLCode:
https://codepen.io/fractalkitty/pen/JojRByL?editors=0110You 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
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Just posted some #ProcessingOrg folklore (from 2003) to this GitHub issue: "noise() is not Perlin noise"
https://github.com/processing/p5.js/issues/7430#issuecomment-2555744468
#Noise #PerlinNoise #Farbrausch #Demoscene #OpenSource #Folklore
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Just posted some #ProcessingOrg folklore (from 2003) to this GitHub issue: "noise() is not Perlin noise"
https://github.com/processing/p5.js/issues/7430#issuecomment-2555744468
#Noise #PerlinNoise #Farbrausch #Demoscene #OpenSource #Folklore
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Just posted some #ProcessingOrg folklore (from 2003) to this GitHub issue: "noise() is not Perlin noise"
https://github.com/processing/p5.js/issues/7430#issuecomment-2555744468
#Noise #PerlinNoise #Farbrausch #Demoscene #OpenSource #Folklore
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Just posted some #ProcessingOrg folklore (from 2003) to this GitHub issue: "noise() is not Perlin noise"
https://github.com/processing/p5.js/issues/7430#issuecomment-2555744468
#Noise #PerlinNoise #Farbrausch #Demoscene #OpenSource #Folklore
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Just posted some #ProcessingOrg folklore (from 2003) to this GitHub issue: "noise() is not Perlin noise"
https://github.com/processing/p5.js/issues/7430#issuecomment-2555744468
#Noise #PerlinNoise #Farbrausch #Demoscene #OpenSource #Folklore
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I did it!
31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.
On the blog: https://fractalkitty.com/2024/01/02/genuary-2024/
On Codepen: https://codepen.io/collection/kNMJQy
#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt
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I did it!
31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.
On the blog: https://fractalkitty.com/2024/01/02/genuary-2024/
On Codepen: https://codepen.io/collection/kNMJQy
#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt
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I did it!
31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.
On the blog: https://fractalkitty.com/2024/01/02/genuary-2024/
On Codepen: https://codepen.io/collection/kNMJQy
#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt
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I did it!
31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.
On the blog: https://fractalkitty.com/2024/01/02/genuary-2024/
On Codepen: https://codepen.io/collection/kNMJQy
#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt
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I did it!
31 sketches for Genuary! I focused on polar coordinates and rotational symmetries with some deviations.
On the blog: https://fractalkitty.com/2024/01/02/genuary-2024/
On Codepen: https://codepen.io/collection/kNMJQy
#genuary2024 #genuary #p5js #codepen #creativeCoding #generativeArt #processingOrg #polarCoordinates #mathArt
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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)
http://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
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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)
http://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
-
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)
http://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
-
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)
http://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
-
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)
http://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
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Processing.org fundraiser for a Decade of Code is posted:
https://donorbox.org/to-the-power-of-10
I'm one of the contributing artists for one of the perks:)
I am so grateful for processing.org and the community.
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Processing.org fundraiser for a Decade of Code is posted:
https://donorbox.org/to-the-power-of-10
I'm one of the contributing artists for one of the perks:)
I am so grateful for processing.org and the community.
-
Processing.org fundraiser for a Decade of Code is posted:
https://donorbox.org/to-the-power-of-10
I'm one of the contributing artists for one of the perks:)
I am so grateful for processing.org and the community.
-
Processing.org fundraiser for a Decade of Code is posted:
https://donorbox.org/to-the-power-of-10
I'm one of the contributing artists for one of the perks:)
I am so grateful for processing.org and the community.
-
Processing.org fundraiser for a Decade of Code is posted:
https://donorbox.org/to-the-power-of-10
I'm one of the contributing artists for one of the perks:)
I am so grateful for processing.org and the community.
-
CW: Long thread #OpenSource #ThingUmbrella
This all is really a recurring feeling during most of my 23+ years of creating #OpenSource projects: Starting with the toxiclibs library collection for Java/Processing (2006-2015), in the early years it was hard enough to even explain the idea of #OpenSource and #ComputationalDesign / #GenerativeDesign to most novice users and lay people... Leaving #ProcessingOrg behind and expanding the surface area and depth of interest of these libraries, with the beginning of thi.ng during the early years of #Clojure (since 2011) and later switching to #TypeScript (since 2016) I kinda amplified the issue — each time with the feeling of being unable to fully convey this work and with it also the growing realization that my chosen thought, design & architectural patterns are just obviously pretty "against-the-grain" in each of these surrounding communities (e.g. choosing a monorepo setup, but an anti-framework stance in #TypeScript or using #OrgMode #LiterateProgramming for most of my old Clojure projects)...
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CW: Long thread #OpenSource #ThingUmbrella
This all is really a recurring feeling during most of my 23+ years of creating #OpenSource projects: Starting with the toxiclibs library collection for Java/Processing (2006-2015), in the early years it was hard enough to even explain the idea of #OpenSource and #ComputationalDesign / #GenerativeDesign to most novice users and lay people... Leaving #ProcessingOrg behind and expanding the surface area and depth of interest of these libraries, with the beginning of thi.ng during the early years of #Clojure (since 2011) and later switching to #TypeScript (since 2016) I kinda amplified the issue — each time with the feeling of being unable to fully convey this work and with it also the growing realization that my chosen thought, design & architectural patterns are just obviously pretty "against-the-grain" in each of these surrounding communities (e.g. choosing a monorepo setup, but an anti-framework stance in #TypeScript or using #OrgMode #LiterateProgramming for most of my old Clojure projects)...
-
CW: Long thread #OpenSource #ThingUmbrella
This all is really a recurring feeling during most of my 23+ years of creating #OpenSource projects: Starting with the toxiclibs library collection for Java/Processing (2006-2015), in the early years it was hard enough to even explain the idea of #OpenSource and #ComputationalDesign / #GenerativeDesign to most novice users and lay people... Leaving #ProcessingOrg behind and expanding the surface area and depth of interest of these libraries, with the beginning of thi.ng during the early years of #Clojure (since 2011) and later switching to #TypeScript (since 2016) I kinda amplified the issue — each time with the feeling of being unable to fully convey this work and with it also the growing realization that my chosen thought, design & architectural patterns are just obviously pretty "against-the-grain" in each of these surrounding communities (e.g. choosing a monorepo setup, but an anti-framework stance in #TypeScript or using #OrgMode #LiterateProgramming for most of my old Clojure projects)...
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CW: Long thread #OpenSource #ThingUmbrella
This all is really a recurring feeling during most of my 23+ years of creating #OpenSource projects: Starting with the toxiclibs library collection for Java/Processing (2006-2015), in the early years it was hard enough to even explain the idea of #OpenSource and #ComputationalDesign / #GenerativeDesign to most novice users and lay people... Leaving #ProcessingOrg behind and expanding the surface area and depth of interest of these libraries, with the beginning of thi.ng during the early years of #Clojure (since 2011) and later switching to #TypeScript (since 2016) I kinda amplified the issue — each time with the feeling of being unable to fully convey this work and with it also the growing realization that my chosen thought, design & architectural patterns are just obviously pretty "against-the-grain" in each of these surrounding communities (e.g. choosing a monorepo setup, but an anti-framework stance in #TypeScript or using #OrgMode #LiterateProgramming for most of my old Clojure projects)...
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CW: Long thread #OpenSource #ThingUmbrella
This all is really a recurring feeling during most of my 23+ years of creating #OpenSource projects: Starting with the toxiclibs library collection for Java/Processing (2006-2015), in the early years it was hard enough to even explain the idea of #OpenSource and #ComputationalDesign / #GenerativeDesign to most novice users and lay people... Leaving #ProcessingOrg behind and expanding the surface area and depth of interest of these libraries, with the beginning of thi.ng during the early years of #Clojure (since 2011) and later switching to #TypeScript (since 2016) I kinda amplified the issue — each time with the feeling of being unable to fully convey this work and with it also the growing realization that my chosen thought, design & architectural patterns are just obviously pretty "against-the-grain" in each of these surrounding communities (e.g. choosing a monorepo setup, but an anti-framework stance in #TypeScript or using #OrgMode #LiterateProgramming for most of my old Clojure projects)...
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#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for https://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
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#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for https://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
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#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for https://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
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#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for https://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
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#XButNotX — Design prototype for my commission of the official 10th anniversary T-shirt for https://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