Author / wblut
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Walking: modularity in creative coding
Spaghetti code is great! For many of us writing creative coding in Processing, starting with a simple idea and progressively adding layer and layer of complexity and functionality is a familiar workflow. It’s also a source of unexpected emergent features, what others would call bugs or mistakes *eyeroll*. The tangled messes we code…
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Sun and broken crystal
This year, I was given a most wonderful Father’s Day gift, a draft, technical pen on tracing paper, that my father made in 1960 as part of his graduation as a “technisch ingenieur”, industrial engineer.
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We live on the surfaces (2020)
Orthogonal space colonization algorithm with depth-of-field effect
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Cracking
Ages ago, 2006 or so, I came across a small book, Pamphlet Architecture 27: Tooling by Benjamin Aranda and Chris Lasch. It described several generative, parametric systems. One of the recipes is shown here, cracking. In this post we’ll build a generative system in Processing to explore the idea.
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Li(n)e
The last few months, I spent quite some time in one-on-one conversations on Twitter and Instagram with people looking for help on something they want to try with creative coding. Often, these conversations start with the same questions, what courses to follow, what books to read, what learning path to follow?
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Charting (2020)
Orthogonal space colonization algorithm with depth-of-field effect
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Mote 2 (2020)
Space colonization algorithm with depth-of-field effect
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Scanlines 2 (2020)
Tracing rays of light into a broken cylinder
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Scanlines (2020)
Tracing rays of light into a broken sphere
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The wrong way to use a signed distance function (sdf)
Signed distance functions (sdf) are a staple of shader and raytracing code. This article shows a way to abuse sdfs for fun and profit*.
*mileage may vary