Creating generative art in haXe and OpenFrameworks (April 2011)

May 5th, 2011  |  Published in Uncategorized

Here comes the forth month of doing a piece of generative art everyday. Every time I ran out of ideas, forcing myself to code brought me some unexpected results.

It’s a starry night on a overcrowded planet. A simple but beautiful piece. Nothing complex there, just some random circles/rectangles placed together with a very thin layer of perlin noise as cloud. Be sure to click on it to view it in full size.
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Discovered an interesting wave pattern while trying to implement midpoint displacement algorithm.
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Below is a typical mountain created by midpoint displacement algorithm. Notice the sky and the mountain shares the same algorithm.
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Let it displaces in color space instead of xy-plane.
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Same as above but with slightly different painting method.
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Changing the input lines to circular form created a perspective. It’s like the grand canyon is undergoing sandstorm.
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I’ve also tried making procedural cloud from old-school perlin noise.
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Applying perlin noise in some mixed strange color spaces(YUV, XYZ, HSL) instead of regular RGB.
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Creating generative art in haXe and OpenFrameworks (March 2011)

April 4th, 2011  |  Published in Uncategorized

It’s already the 3rd month of doing a piece of generative art everyday. Here are some selected pieces.

Reused previous month’s feather code to make a sensitive plant.
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Backed to play with abstract geometry. I like its sketch style wooden texture.
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Following one gives some nice harmonic color.
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Replacing lines with circles, it’s now more saturated.
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Since Martin Lindelöf made available its clothx physics lib, which is based on traer physics for Processing, I used its spring/attraction system to draw some stuff.
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It is very easy to create beautiful structures with the lib.
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More organic one. Stroke size is proportional to particle speed.
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Linking up the particles.
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Sorting the particles before drawing in each frame.
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Old school generative curves. Can you hear the sound?
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Smaller, moving strings.
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Fixed, more complex strings with rainbow colors.
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Scaling up.
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Scaling down with blood vessel colors.
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Even more complex strings. Simply drawing them down but not painting them frame-by-frame like the previous ones.
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Colored version. It looks like coral. Maybe the algorithm is similar to coral’s growth.
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Creating generative art in haXe and OpenFrameworks (Feb 2011)

February 22nd, 2011  |  Published in Uncategorized

I continue the journey of creating a piece of generative art everyday. And I am still using hxOpenFrameworks. BTW, since I don’t have a Mac running at this moment, I can’t have a Mac build. And actually I’m still messing with the Linux build… So hxOpenFrameworks is currently Windows only. I will release it to haxelib once it is cross-platform.

Anyway, here below are the selected pieces from my set of creations.

After last time I discovered the beauty of physics, I went with some typical simulations…shooting bullets.
It is not in real-time, but a frame-by-frame rendering. It would be nice if there is a haXe binding to PhysX or something.
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Following is simply putting some circles from inside of a grid of sands. Look pretty like corruption.
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And then there is a series of connecting points on a circle. It generates soooo many patterns with a single algorithm, I have to align the variations in a grid. Don’t draw them on a paper, it may summon a fire ball or something, don’t say I haven’t warned you ;)
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Since I was leaking idea, so better do some old school recursive stuffs… Turn out applying color on them can give you nice harmonic color scheme, and the proportion is perfect!
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I like the following one very much. It first generates an array of points according to some regular polygon math, then sorts them according to the angle from origin and finally links them up.
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Same as above, but reversed part of the math so the lines point outward.
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Still playing with the above idea, but applied lots of tweaks to bring the interesting parts out.
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In the latest weeks, I have been trying to create more concrete graphics. It takes more time then messing around with math equations, but I have more artistic control. First one plays with circuit board like structures.
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Applying Tron-style color.
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Second concrete thing I created is a feather, as I really like birds. I used the easing equations(which are usually used for tweening) by Robert Penner to create the curves.
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Creating a pair of wings is easy when you have feathers.
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And finally, why not have 3 pairs when you simply can? Here comes a seraph.
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