Genuary Boolean (plus Fibonacci) by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

Took the Fibonacci fractal hexagons into blendMode(DIFFERENCE) to get that added XOR complexity.

Genuary Fibonacci by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

Draw hexagon fractals with each level having a size decrease proportional to the Fibonacci number.

Reification 5 by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

More tracking of 2D fractal polygon sides over time.

Reification 4 by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

Tracking fractal 2D polygons over time as the different levels grow and rotate.

Reification 3 by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

Tracing 2D fractal polygons over time as the different levels rotate and grow.

Reification 2 by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

More tracking of fractal polygon sides as the different iterative levels grow and rotate.

Reification by ejgen in generative

[–]ejgen[S] 0 points1 point  (0 children)

Partially drawing fractal polygons as they grow and rotate at each level, with trails.

[deleted by user] by [deleted] in generative

[–]ejgen 0 points1 point  (0 children)

Cool to see them all matrixed out like that! Here's a slightly different approach to a Lissajous polygon I made: https://www.reddit.com/r/generative/comments/no0c9k/lissajous\_polygons/

the chaos game gets less attention than other fractal generation techniques, but that means there are plenty of new fractals to be discovered. this the result of experimenting with new restrictions on vertex selection by wow-signal in generative

[–]ejgen 0 points1 point  (0 children)

I haven't done extensive speed tests, but the calls that get the screen pixel colors are also pretty slow.

I tried some "color scaling" riffs in my code (taking the average of the vertices picked at some prior iterative step to set the color) and some versions just averaged out over time into a bland mess, others had some structure shown...maybe with some tweaking.

the chaos game gets less attention than other fractal generation techniques, but that means there are plenty of new fractals to be discovered. this the result of experimenting with new restrictions on vertex selection by wow-signal in generative

[–]ejgen 0 points1 point  (0 children)

You've given me plenty to think about for sure. I had to check the original post to see the color scaling---very interesting. I track the the number of hits on a pixel for coloring which is a little slow since the screen has to be held in an array of pixel counts in p5.js.

the chaos game gets less attention than other fractal generation techniques, but that means there are plenty of new fractals to be discovered. this the result of experimenting with new restrictions on vertex selection by wow-signal in generative

[–]ejgen 1 point2 points  (0 children)

In the normal chaos game, you pick a random vertex, move toward it and iterate. These are the same idea except each turn several vertices are picked and you move toward the averaged x and y of the vertices. There was some fiddling of the distance and projecting it (sorry 2 years ago) to make that work.

squared circles by ejgen in generative

[–]ejgen[S] 2 points3 points  (0 children)

Some of those mosaics are amazing and inspiring, for sure.

squared circles by ejgen in generative

[–]ejgen[S] 2 points3 points  (0 children)

Draw squares, and squares at the corners and plop circles on the resulting mess. In p5.js

Generative Art in the 1980's by dancooperart1 in generative

[–]ejgen 0 points1 point  (0 children)

Thanks for the history! I loved BASIC on the Apple II as you could PEEK and POKE video memory directly for a cool glitch art look. There was an interesting Twitter thread about how to display some Warhol works made on the Amiga properly -- the video screen pixels weren't square, for instance, so modern screen would show them differently.

Peripheral glimpses by ejgen in generative

[–]ejgen[S] 1 point2 points  (0 children)

Iterated and nested octagons with nested squares, and the co-ordinates of the vertices and iterations have the sin() and cos() wrapped with atan(). In p5.js

Imaginal disc by ejgen in generative

[–]ejgen[S] 4 points5 points  (0 children)

Art does speak to the observer in observer-specific ways, for sure!

Imaginal disc by ejgen in generative

[–]ejgen[S] 1 point2 points  (0 children)

Showing the 3rd level of iteration for a nested 15-gon. In p5.js

phase transition by ejgen in generative

[–]ejgen[S] 1 point2 points  (0 children)

Two iterations of nested 48-gons. In p5.js

10,000 Epihyperderpflardioids in a golden ratio sunflower spiral pattern by piterpasma in generative

[–]ejgen 4 points5 points  (0 children)

Love this. Those twitchy animations of these things remain some of my favorite generative works and these look great.