Experimenting with Processing.
And it’s been awhile.
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@noisyfuture
Experimenting with Processing.
And it’s been awhile.

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Drops.
Tentative title, Combined Cores.
Getting There
It's been a long process going back, tweaking, reworking, and slowly churning the code into...well...something resembling art. In the case of this sketch that I really need to name, lately that's been getting the camera to follow a slow elliptical route towards and away from the orbiting cores (the black blobs doing the dance around each other from which everything is spewing forth). There were a lot of little bugs around that need squashing since the last time I checked in with this one. Bent "shell" objects, blinking colors, orbital issues...there was a lot.
But on the plus side I think it's finally getting more engaging. With a moving camera, orbiting cores, and the rising and falling number of "shells" (the groups of colored lines), there's a lot more change over time than there used to be.
Video to come. Updated code below (which is starting to get impractically long for Tumblr formatting).
Drops.
Now in 3D. And with a lot more movement. I'd add the code here but Tumblr doesn't let you add page breaks to image posts, so it'll be in a different post.

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Waves.
And unfortunately the quality of this got really mangled somewhere along the way between my computer and the internet.
Waves
Coming back to whatever this is, I stripped out a lot of the jittery movement and tweaked what was left. There's definitely a balance to be struck between opacity, color, and strokeweight so that you can both see what's going on in the interior and what's happening at the edges. i.e. there's a ton of points here and the outer ones can easily block all views of the inner ones if left unchecked.
And once again noise() is being used to move points around overtime. I'll get a video together and up soon.
Drops.
Sometimes "shortly" is very soon. Now is one of those times. Here's a video of the last post, almost immediately after I posted it. I find it soothing. Even if it makes everything look super warm when I turn it off. Oh and if you're ever trying to make time lapses out of .tiff files and one stop shop them into a .mp4, might I recommend my new favorite and most helpful program "Zeitraffer", whose name I don't understand.
Drops.
Lately I've been trying to step back a bit. It's easy to think of ways to make these projects ever more complicated, but that comes with a mental cost of having to actually build what I'm picturing and at a certain point...that cost becomes significant. And perhaps more than that, it isn't necessarily clear to me that more (technically) complex pieces are intrinsically more interesting or engaging. So with that all in mind, I'm trying to simplify things for a bit. Which really means, expect to see less new this-is-really-hard-to-keep-track-of-3D-translations and more understated, simple movements and ideas.
I'll get a video of this up shortly.
A few more pictures of this unnamed thing.

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A Bit Further
I really need to come up with a solid name for this. Or really, any name. Moving past that I've added a lot of new behavior that makes it now more usefully possible to have multiple of these core objects and have them at least vaguely interact. Right now that interaction is taking the form of each core orbiting around the same point in a sort of binary system, but I'm planning on eventually making it more meaningful.
I'm pleasantly surprised too that adding this sort of "orbiting" along with a second core object doesn't really slow it down, which means there's still some headroom as far as complexity goes while still being able to generate it live at a decent rate. I'm not positive what I'm going to do with that headroom, but I'd really like to make this all feel less like lines on a black background and more like...well...something.
Code after the break...
Booo technical issues
So I've been trying to figure out how to add sound (or music if you're willing to stretch the definition a lot) to my Processing sketches...but there's been some hiccups. Number one, something is up with the SoundCipher library. I tried to add piano notes and chords to a sketch, but only the first few notes play...then silence at a seemingly random future point in the sketch (which confusingly isn't always the same amount into the sketch). Can't figure out what's going on, but from some searching on the Processing.org forums it seems like others have had some similar issues.
So next step was to try and work with the built-in version of the Minim Library. This wasn't my first choice, as it didn't seem to offer the ability to play midi notes - you instead have to synthesize your own sounds at a very base level. Well go figure, I couldn't make this sound not ugly...though Minim nicely would play things consistently at least.
And onto the final hopefully will work step, is figuring out the Minim beta which supposedly has support for instruments and notes. Fingers crossed.
Life Cube
Awhile ago I posted about adding a little life to things. "Life" in the sense that different individual units of something would care about how the other units of something around it were acting, and change accordingly...like lots of alive things tend to do. At the time I was just working with slightly adapted code stuck in a 2d plane, which is fine but a little meh.
ENTER THE 3RD DIMENSION.
Teaser update. Starting to get somewhere.
Still working on this, but it's getting closer to something. The lines/rings/shells expand as they cool from a pink-ish color to blue and eventually black as new lines/rings/shells are born again inside the black sphere in the center. The code for this is getting long. I'll post it when it's closer to being finished.

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This isn't nearly done. As in it's going to become something very different when it is, but it's kind of interesting at the moment anyways.
This is basically the same as the earlier Radiation post, but with some real action on the z-axis (as to opposed to what looks like action on the z-axis). I think it's actually a lot less interesting in this form, but I wanted to see what it might roughly look like. Before, there was a translation on the z-axis based on a mapping of the a couple of noise variables to a larger value. The important bit that defined the z-translation looked like:
map(noiseFactor, 0, 1, -200, 200)
With the "noiseFactor" being determined by a noise([something something]) call. But here, the z-points are determined the same way the x and y ones are, leading to a gigantic blob that is REALLY 3-dimensional, rather than just a 2-dimensional shape with a little extra "depth". Code-wise if you look back on the previous Radiation code and imagine one more nested for loop for determining the z-points (beneath the x and y for loops), you've basically got it (along with the noiseFactor now being determined by a call to noise() with 3 parameters instead of two).