Whitney Music Box with 2-nearest edges rendered, instead of points.
Move the mouse to get different patterns involving XOR, zoom-blending and the clock.
Wave the mouse and see if anything comes up.
Use the mouse to create spiral galaxies.
Thanks to John Watson for inspiration.
Another conceptual sketch. Hopefully the last one.
Enjoy.
"I have nothing to say, and I am saying it."
-- John Cage
An attempt to make a very small sketch.
Not a very interesting sketch, but one with an important function: To help feed my family.
If it works, it will be the most effective 175 characters I ever spent!
More info here:
http://www.krazydad.com/
Two particles, lost in time and space.
Will they ever meet?
Spiral galaxy and nautilus shapes.
Mouse-sensitive.
Okay, had to do one more. I'm totally addicted to this < 200 character Tiny Sketch medium.
This one responds to the mouse's X position. It's essentially the same as the Rose equation, but with the angle/radii swapped.
Also essentially the same as John Whitney's "Column B" program from his book "Digital Harmony", as I've blogged about extensively elsewhere.
http://www.coverpop.com/whitney/
If you poured a lava-lamp in an argyle sock, you would not get this.
But it is < 200 chars.
OK, I think I've submitted enough tiny-sketch entries. I'll take a break now.
Spiral Moire.
Normally I do these using golden arithmetic and PI, but I find that rounding to 3 is close enough when you're trying to keep it under 200 characters...
Distorted checkers using XOR logic and perlin noise.
< 200 characters.
Patterns based on the formula
(X xor Y) modulo N
Motion graphics based on the rose equation. Script < 200 chars.
A composite sketch made by overlapping simple random stars.
A technique used to produce a complex image by compositing together a series of simple images.
The rose equation is a simple formula based on sine waves that produces the shape of a petaled flower when iterated over a series of pixels.
http://mathworld.wolfram.com/Rose.html
It was the basis for the RD/TD system described by John Whitney in his 1980 book Digital Harmony.
Yet another port from my old set of "Pixel Magic" procedural textures.
This is very similar to Alien Blob - a radial gradient is pertubated by animated Perlin noise.
In this case there is no drop-off with distance...
Another procedural texture from my old "Pixel Magic" software from the 90s.
A radial HSB gradient is pertubated with Perlin noise.
Also see my "Log Starburst" for another from this batch.
A Reversi (Othello) implementation I prototyped in Processing a few years ago, before implementing in C.
You are playing black.
A demo of Processing's built-in Perlin Noise function.
Move the mouse over the image to scroll thru the shifting clouds.
This is a fairly simple program that also demonstrates how to map a value to an HSB color ramp.
Note that the y value (vertical) controls the hue, while the noise value controls the saturation and brightness.
Unfortunately, Perlin noise is expensive to calculate, so you can't use this technique for very large sketches without a big drop in frame-rate.
A continuously zooming and growing fibonacci spiral.
A port of a sample program from the back of John Whitney's 1980 book, "Digital Harmony".
This is the simplest program in the book that illustrates his "Incremental Drift" concept. It used to provide illustrations for "Column A" on pp. 50.
We start with a row of dots.
Each dot is moving slightly faster than the its neighbor.
That's it!
A port of the "Arabesque" program that appears in the back of John Whitney's book "Digital Harmony".
The original listing is in the BASIC programming language.
The fundamental idea in this animation is one of the elements in Whitney's 1975 film "Arabesque."
http://www.youtube.com/watch?v=w7h0ppnUQhE
Move the mouse horizontally and vertically to change the image. X and Y control two different parameters.
This was an experiment with a method used to produce Arabic/Islamic star tiling patterns, from an underlying grid of polygons.
Starting with an underlying grid of polygons, the star pattern is produced by drawing lines from two equidistant points on each polygon edge at some fixed angle (controlled by the mouse). At the point where the lines would intersect with other lines, they are clipped.
Y controls the distance from the center of the polygon edge.
X controls angle.
Using real data (originally collected via Yahoo! Music APIs) showing related musical acts, a large tree is grown showing the relationship of each act to the Beatles (the first node). Nodes are colored by musical genre.
This was principally an exercise in coming up with a good algorithm for rendering large trees.
Nodes are connected using spring physics (Hooke's law), and repel from their neighbors.
A relaxation and avoidance algorithm is used to help each node find optimal placement. Every few hundred nodes, there is a pause, so the tree can relax and find its natural shape.
A simulation of the wheel at the end of a kaleidoscope (before the mirror reflections are added).
This was a proof-of-concept I used before implementing the same code in C++ for an OpenGL kaleidoscope simulation I developed a few years ago.
The physics use Verlet integration, which helps reduce jitter in the motion.
This is based on a Flash program I wrote:
http://www.krazydad.com/bestiary/bestiary_objectcell.html
An animation inspired by ideas presented in John Whitney's 1980 book, "Digital Harmony". This particular sketch does not correspond to any of Whitney's sample programs, but uses a similar principal to his "Column B" program. It is also closely related to the "Rose Equation," which Whitney called "RD-TD."
NOTE: This sketch is sensitive to mouse position!
More about Whitney here:
http://www.coverpop.com/whitney/
A port of a sample BASIC program which appears in the back of John Whitney's 1980 book, "Digital Harmony."
This program is used to provide illustrations for columns B and C on pp. 50.
More info here:
http://www.coverpop.com/whitney/
The processing script I wrote to figure out tile placement for my Coverpop website.
Each particle tries to find an optimimum placement by pushing itself away from it's neighbors.
I eventually implemented a faster version of this in C, which is still used to produce mosaic tile placements for the website.
A port of a patch from my old "Pixel Magic" program, which started life as a Photoshop plug-in, in the early 90s.
Similar code was used to produce this video:
http://www.youtube.com/watch?v=ZbGLzAjDKeg