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    Processing: Life 06 (Animation.)

    6processing, creative coding, artists on tumblr,

    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)
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    Generative Art in Processing: Life (Set 5)

    6processing, creatie coding, artists on tumblr,

    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)
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    Generative Art in Processing: Life (Set 4)

    6processing, creative coding, artists on tumblr,

    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)
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    Generative Art in Processing: Life (Set 3)

    6processing, creative coding, artists on tumblr,

    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)
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    Generative Art in Processing: Life (Set 2)

    6processing, creative coding, artists on tumblr,

    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)
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    Generative Art in Processing: Life (Set 1)

    6processing, creative coding, artists on tumblr,

    Bedlam Update 20140311a

More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different from what I’m getting now with layered noise.

To which end here, I’m layering perlin noise at a couple of different octave/frequency combinations. The compositing rules are pretty simple because I’m working entirely in grayscale (although Processing does have a habit of throwing in some weird-ass color artifacts from time to time which keeps things interesting.)

After each layer pass I apply a simple convolution matrix to the whole image. These are applied in descending iteration frequency so that the closer to the “top layer” things get, the sharper they are. Pretty simple stuff really but I love the “volcano” accidents. These maps are generated at 1024 so I’d eventually have to serialize these and regenerate higher frequency noise on top of them.

Before I do that though, I have to learn a few new tricks regarding decay and erosion models. There should be cracks, fault lines and rivers in these maps that are missing right now and those are going to be essential for gameplay.

Cheers!
    ZoomInfo
    Bedlam Update 20140311a

More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different from what I’m getting now with layered noise.

To which end here, I’m layering perlin noise at a couple of different octave/frequency combinations. The compositing rules are pretty simple because I’m working entirely in grayscale (although Processing does have a habit of throwing in some weird-ass color artifacts from time to time which keeps things interesting.)

After each layer pass I apply a simple convolution matrix to the whole image. These are applied in descending iteration frequency so that the closer to the “top layer” things get, the sharper they are. Pretty simple stuff really but I love the “volcano” accidents. These maps are generated at 1024 so I’d eventually have to serialize these and regenerate higher frequency noise on top of them.

Before I do that though, I have to learn a few new tricks regarding decay and erosion models. There should be cracks, fault lines and rivers in these maps that are missing right now and those are going to be essential for gameplay.

Cheers!
    ZoomInfo
    Bedlam Update 20140311a

More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different from what I’m getting now with layered noise.

To which end here, I’m layering perlin noise at a couple of different octave/frequency combinations. The compositing rules are pretty simple because I’m working entirely in grayscale (although Processing does have a habit of throwing in some weird-ass color artifacts from time to time which keeps things interesting.)

After each layer pass I apply a simple convolution matrix to the whole image. These are applied in descending iteration frequency so that the closer to the “top layer” things get, the sharper they are. Pretty simple stuff really but I love the “volcano” accidents. These maps are generated at 1024 so I’d eventually have to serialize these and regenerate higher frequency noise on top of them.

Before I do that though, I have to learn a few new tricks regarding decay and erosion models. There should be cracks, fault lines and rivers in these maps that are missing right now and those are going to be essential for gameplay.

Cheers!
    ZoomInfo
    Bedlam Update 20140311a

More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different from what I’m getting now with layered noise.

To which end here, I’m layering perlin noise at a couple of different octave/frequency combinations. The compositing rules are pretty simple because I’m working entirely in grayscale (although Processing does have a habit of throwing in some weird-ass color artifacts from time to time which keeps things interesting.)

After each layer pass I apply a simple convolution matrix to the whole image. These are applied in descending iteration frequency so that the closer to the “top layer” things get, the sharper they are. Pretty simple stuff really but I love the “volcano” accidents. These maps are generated at 1024 so I’d eventually have to serialize these and regenerate higher frequency noise on top of them.

Before I do that though, I have to learn a few new tricks regarding decay and erosion models. There should be cracks, fault lines and rivers in these maps that are missing right now and those are going to be essential for gameplay.

Cheers!
    ZoomInfo

    Bedlam Update 20140311a

    More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different from what I’m getting now with layered noise.

    To which end here, I’m layering perlin noise at a couple of different octave/frequency combinations. The compositing rules are pretty simple because I’m working entirely in grayscale (although Processing does have a habit of throwing in some weird-ass color artifacts from time to time which keeps things interesting.)

    After each layer pass I apply a simple convolution matrix to the whole image. These are applied in descending iteration frequency so that the closer to the “top layer” things get, the sharper they are. Pretty simple stuff really but I love the “volcano” accidents. These maps are generated at 1024 so I’d eventually have to serialize these and regenerate higher frequency noise on top of them.

    Before I do that though, I have to learn a few new tricks regarding decay and erosion models. There should be cracks, fault lines and rivers in these maps that are missing right now and those are going to be essential for gameplay.

    Cheers!

    6mutiny, bedlam, enki, processing,

    Bedlam Update 2014030902

I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the server. Noise support in NodeJS is kind of not great and frankly I didn’t feel like spending the time to get libnoise set up on the server, etc. It just adds a ton of additional pre-requirements to installing the local development build.

This way, we can use whatever tools we’re comfortable with, Processing is my personal favorite for quickly roughing up procedural content and eventually I could see a real need to use photoshop for building the base dataset for the world for Bedlam.

Above are a few samples from the work I did this morning on building a new dataset. The final world dimensions for Bedlam are (quite frankly) astronomically large. So large that I can’t even generate a single world in processing with my current memory setup. Instead I’ll be producing several different land-masses and then stitching them together for the final import set.

Not much of an update I realize, but at least this one includes pictures. :)
    ZoomInfo
    Bedlam Update 2014030902

I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the server. Noise support in NodeJS is kind of not great and frankly I didn’t feel like spending the time to get libnoise set up on the server, etc. It just adds a ton of additional pre-requirements to installing the local development build.

This way, we can use whatever tools we’re comfortable with, Processing is my personal favorite for quickly roughing up procedural content and eventually I could see a real need to use photoshop for building the base dataset for the world for Bedlam.

Above are a few samples from the work I did this morning on building a new dataset. The final world dimensions for Bedlam are (quite frankly) astronomically large. So large that I can’t even generate a single world in processing with my current memory setup. Instead I’ll be producing several different land-masses and then stitching them together for the final import set.

Not much of an update I realize, but at least this one includes pictures. :)
    ZoomInfo
    Bedlam Update 2014030902

I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the server. Noise support in NodeJS is kind of not great and frankly I didn’t feel like spending the time to get libnoise set up on the server, etc. It just adds a ton of additional pre-requirements to installing the local development build.

This way, we can use whatever tools we’re comfortable with, Processing is my personal favorite for quickly roughing up procedural content and eventually I could see a real need to use photoshop for building the base dataset for the world for Bedlam.

Above are a few samples from the work I did this morning on building a new dataset. The final world dimensions for Bedlam are (quite frankly) astronomically large. So large that I can’t even generate a single world in processing with my current memory setup. Instead I’ll be producing several different land-masses and then stitching them together for the final import set.

Not much of an update I realize, but at least this one includes pictures. :)
    ZoomInfo
    Bedlam Update 2014030902

I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the server. Noise support in NodeJS is kind of not great and frankly I didn’t feel like spending the time to get libnoise set up on the server, etc. It just adds a ton of additional pre-requirements to installing the local development build.

This way, we can use whatever tools we’re comfortable with, Processing is my personal favorite for quickly roughing up procedural content and eventually I could see a real need to use photoshop for building the base dataset for the world for Bedlam.

Above are a few samples from the work I did this morning on building a new dataset. The final world dimensions for Bedlam are (quite frankly) astronomically large. So large that I can’t even generate a single world in processing with my current memory setup. Instead I’ll be producing several different land-masses and then stitching them together for the final import set.

Not much of an update I realize, but at least this one includes pictures. :)
    ZoomInfo

    Bedlam Update 2014030902

    I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the server. Noise support in NodeJS is kind of not great and frankly I didn’t feel like spending the time to get libnoise set up on the server, etc. It just adds a ton of additional pre-requirements to installing the local development build.

    This way, we can use whatever tools we’re comfortable with, Processing is my personal favorite for quickly roughing up procedural content and eventually I could see a real need to use photoshop for building the base dataset for the world for Bedlam.

    Above are a few samples from the work I did this morning on building a new dataset. The final world dimensions for Bedlam are (quite frankly) astronomically large. So large that I can’t even generate a single world in processing with my current memory setup. Instead I’ll be producing several different land-masses and then stitching them together for the final import set.

    Not much of an update I realize, but at least this one includes pictures. :)

    6enki, bedlam, processing, unity3d, game development, heightmap,

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    6processing, coding, art,

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