Lauren Hyoseo Yoon
https://laurenhyoseoyoon.github.io/Generative-Coding-Project5/
- FLOCKING OF EMOJIS: Simulation of Flocking Emojis based on boids style.
- The particles/landmarks in this generator are all interconnected in which their behavior affect one another.
- Alignment: Steer towards the average heading of local flockmates
- Cohesion: Steer to move toward the average position of local flockmates
- Separation: Steer to avoid crowding local flockmates
- Number of Creatures: How many creatures do this generator wants to simulate
- Shapes: How many unique creatures do this creator wants to function
- Emojis saved in the javascript file all function as unique landmarks, and they are randomly selected based on the number of creatures that the user define using the slider.
- Although boids style of generator can effectively simulate how particles affect one another, it cannot uniquely alter each landmark's behavior. It functions as a composite/interconnected algorithm.
- Coding the adhesion, cohesion, separation to create an interconnected space of landmarks allowed me to more thoroughly understand the algorithms behind the boids system.
- One idea to develop this code is by adding user-defined component in the space itself (clicking the landmark/object) which these objects serve as the center for boids system.
- STRANGE ATTRACTORS
- While I was creating an attractor system, I found there are other interesting attractors other than Lorenz attractor space. Using this base code, I can extrapolate this attractor system to simulate other systems. Furthermore, in the "Attractor" option of the Control Panel, I aim to add more attractor systems so that users can simulate and experience different spaces.
- Speed: Speed of the particles' movement in the Lorenz attractor space.
- Particles (Two options): Whether particles should be simulated along with the attractor.
- Compare (Two options): Comparison of the evolving behavior of the attractor system itself versus the particles residing in this system.
- Randomize: Randomization of Lorenz attractor system and the location of particles.
- Preset: Returning to the default attractor system value
- Mouse itself: Zoom in, Zoom out of space
- Blue curve of the Lorenz attractor space, Red curve of the Lorenz attractor space, and Five Particles residing in this system.
- Blue and Red curve generate the Lorenz attractor space itself (similar to the Black Hole of space) and the five particles are the objects that reside in this system which show the behavior and force of the system more distinctly.
- This generator cannot uniquely modify each landmark which the base attractor space generated by blue and red curve serves as the basis for how the particles would behave in this system.
- Understanding the mathematical background and simulating using computational algorithms were interesting.
- My next aim is to allow users to experience more dynamical attractor spaces by adding more systems as a scroll bar in the "Attractor" option of the Control panel.
- FLOCKING OF POLAR CURVES: Simulation of Random Shapes (generated using polar curves) and the simulation is based on boids style.
- The particles/landmarks in this generator are all interconnected in which their behavior affect one another.
- Alignment: Steer towards the average heading of local flockmates
- Cohesion: Steer to move toward the average position of local flockmates
- Separation: Steer to avoid crowding local flockmates
- Number of Creatures: How many creatures do this generator wants to simulate
- Shapes: How many unique creatures do this creator wants to function
- Polar curve functions that generate random shapes function as unique landmarks, and they are randomly selected based on the number of creatures that the user define using the slider.
- Although boids style of generator can effectively simulate how particles affect one another, it cannot uniquely alter each landmark's behavior. It functions as a composite/interconnected algorithm.
- Generator #2: STRANGE ATTRACTORS has a more mindblowing possibility space.