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About Me Member Programmer Craig M18/Male/United States Recent Activity Deviant for 1 Year
Needs Premium Membership
Statistics 144 Deviations
91 Comments
1,375 Pageviews

Evolving Fractals

Wed Oct 14, 2009, 6:47 PM
I accidentally fixed my evolving fractals sever at some point. Strange how that happened. I don't know what I did or when, but it works again.

The applet is viewable at [link]

let me know how it works for you, and what you think about it.

  • Mood: Joy
  • Listening to: music
  • Reading: code
  • Watching: fractals generate
  • Playing: with my fractals

Devious Info

  • Interests: Programming, Physics, Trebuchets
  • Operating System: Mac OS X 10.5
  • Favourite game: Fragmented Galaxy (I'll finish coding it sometime)
  • Favourite gaming platform: Mac (At least I'm writing games that support it)
  • Tools of the Trade: Camera, Gimp, Inkscape, my code
http://www.spincraftsoftware.com/

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Comments


:iconleo-batista:
thanks for the fav! :)
:iconcraig-m:
You're welcome, and thanks for providing such nice example of jungle terrain with streams. Some day I'll have to try doing streams.

--
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I think in algorithms that generate algorithms recursively.

Software Developer: [link]
Game Programmer: [link]
Hurler: [link]
:iconleo-batista:
Heheh. Thank you so much for the words. :)
:iconwinterwolf08:
Thanks for the Fav! :D

--
“When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly”
:iconcraig-m:
You're welcome. Your tree may end up inspiring many a forest; I like your approach, and something similar may someday end up in my planet generator.

--
---
I think in algorithms that generate algorithms recursively.

Software Developer: [link]
Game Programmer: [link]
Hurler: [link]
:iconwinterwolf08:
Awe sweet! Its my first time trying to model a tree for a class. Its coming out so so. lol.

--
“When you have come to the edge Of all light that you know And are about to drop off into the darkness Of the unknown, Faith is knowing One of two things will happen: There will be something solid to stand on or You will be taught to fly”
:iconkiebitz:
:iconahoyplz::iconfaveplz:

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do NOT click there !
:meditate: :below: :below: :below: :below: :meditate:
.:pointr:. :ninja: [link] :ninja: .:pointl:.
:meditate: :above: :above: :above: :above: :meditate:
do NOT click there !
:iconpoppy412:
Many thanks for the favs^^ :kitty:

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Mathilde.
Excuse-me for my mediocre english... ^_^

Gallery: [link]
:iconlyc:
heya, about your posts on various forums about subpixel accuracy, googling for that term should reveal exactly what you're after :)

the basic idea is to draw your accumulation "dot" at real-valued co-ordinates, doing a floor and a ceiling for the lower and upper integer bounds respectively, then at each covered pixel using the fractional offset to blend between the 4 affected neighbouring pixels to add to the current integer pixel location.

since gpus do pretty much exactly that (bilinear filtering), you basically make a floating point backbuffer and pass a whole bunch of additive quads to opengl/d3d, letting the gpu do the nasty business of clipped subpixel rasterisation and accumulation, since it typically has several hundred gigabytes of memory bandwidth and hundreds of megs of unused memory for such buffers. the cpu is free to just make point lists...

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