Montreal
member since December 22, 2009

# portfolio of Matthew Wetmore

### Voronoi Boids

Rendering 20 boids flocking by drawing their associated Voronoi spaces.

### Blob

Messing around with the ball-and-spring verlet physics model. Use the up and down arrows to change how stiff the blob is.

### Genetic Algorithm: color

Simple genetic algorithm that gives you colors you like, based on how you rank the samples.

### Transient

Use 1,2,3 and 4 to change the render method.
An ever-changing space. 5000 particles float around, affecting each others' size and color.

### Funky Trig 2

More fun with small amounts of code

### Funky Trig 1

Playing around with making something cool in a small amount of code.

### Psychedelic Skyline

Modify colors with q/a (red), w/s (green) and e/d (blue). Reset sky with r. Play around with the colors of the sky!

### Falling Balls

Use the arrow keys to move. Dodge the falling balls and avoid the red. Press "a" to toggle display of a line representing the average path taken by all the balls.

An homage to a game I have on my iPod, made on a long train ride to Montreal. Managed to finish the almost all of it before arriving, starting about 30 minutes away from the city.

### Node-Based Pathfinding

Right click, or hold 'n' and click to make a node. While holding the middle mouse button or 'l', click one node and release on another to link the two nodes. While holding p, click on node to act as the start of a path, and click a second node to act as the end of the path.

If the screen flashes red, you tried to make an impossible path (or one that requires the algorithm to restart 100 times while blocking trouble spots).

An idea I had while driving. Turns out the algorithm is basically a*, which I've heard about but never tried out.

Took a bit of fine-tuning to prevent it from getti

### Senior Project: Wavemap CA

Use the mouse to disturb the water.

### Senior Project: Verlet Physics

All instructions are in the sketch.

Verlet integration physics model.

### Senior Project: 3D Flocking

Hold right mouse button to rotate camera, and use scroll wheel to zoom.
Use: + and - to change the number of boids, 'a' to toggle wall avoid, 's' to toggle smoothing (decreases performance), 'd' to toggle directional lighting, UP and DOWN to zoom in and out.
Boids flocking model.

### 3D Flocking Boids II

UP and DOWN to zoom in and out. Press 'a' to toggle wall avoid and 's' to toggle antialiasing (smoothing). AA will slow down the sketch!

Updated with 3D rotations and pyramid-shaped boids.

### 3D Flocking Boids I

Use UP and DOWN arrows to zoom. Press 's' to toggle antialiasing (line smoothing).

Very similar to my past boids experiment, but in 3D.
The 2D version is here: http://www.openprocessing.org/visuals/?visualID=6860
Look there for more explanation.

### Senior Project: 2D Flocking

Mouse to repel boids. At 100 units from the mouse, boids will ignore flocking and run. At 50 units they double their speed.

Boids flock based on three rules: cohesion, separation, and alignment. The idea was created by Craig Reynolds (http://www.red3d.com/cwr/boids/). This is an unfinished Processing version. I want to add predators and refine the movement in the future.

### Senior Project: Cellular Automaton

A cellular automaton is a grid of cells. In a CA, each cell(square in the grid) has 8 neighbors - the 8 cells surrounding a single cell. Manipulations to the grid are made based on the amount of neighbors a cell has.

HOW TO USE THE RULEBOX
The rulebox(bottom-left corner) takes input in "s/b" format. Numbers to the left of the "/" are the amount of neighbors a live cell must have to survive. Numbers to the right of the "/" represent the amount of neighbors a dead cell must have to become alive. Type in new rules and press enter.

### Pixel Pull

Breaks an image into pixels, which can then be pulled or pushed by the mouse. Use right and left click.
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### collections and classrooms

submitted sketches to:
Evolution
open architecture open design

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