• Ono-Sendai an hour ago

    Very nice. It seems some of the algorithms are (inadvertently?) solving the shallow water equations. Looks similar to the results I was getting working on https://github.com/Ono-Sendai/terraingen

    • FacelessJim an hour ago

      I did something very similar some years ago while learning metal [1], I recall them being called "boids". I spent days just playing with the various parameters, luckily my implementation was not as pretty as the one offered in the OP, otherwise I would have lost weeks instead.

      [1] https://github.com/ghyatzo/metalplay?tab=readme-ov-file

      • _0ffh an hour ago

        The original boids, or "bird-oid objects", was an algorithm and program to simulate emergent flocking behaviour from simple rules in birds. It has spawned a kind of genre, or at least a multitude of copies/derivatives, often collectively referred to as "boids".

      • johannes_ne 6 hours ago

        The same author has a great series of tutorials for making looping animations, where the animation appears longer than the length of the loop. It also introduces Perlin noise, which I've found quite useful in a few unrelated projects.

        https://bleuje.com/tutorials/

        Here is an example of a 10-minute movie in a 6.3-second looping GIF. https://bsky.app/profile/johsenevoldsen.bsky.social/post/3lm...

        • smusamashah 2 days ago

          The 36 Points linked in the article is very fascinating https://www.sagejenson.com/36points/#22_transmission_tower

          Press numbers and letters on this page to switch to one of the variations.

          • ethan_smith 6 hours ago

            The 36 Points is part of Sage Jenson's visualization of Jeff Jones' "Artificial Nature" research, which pioneered many of these reaction-diffusion and agent-based models for simulating emergent biological phenomena.

          • jasonjmcghee 2 days ago

            Absolutely beautiful visualizations.

            These are way beyond anything I've done, but you can actually do these with compute shaders in real time and they look quite good.

            I played with using Godot to do this kind of slime simulation (inspired by Sebastian Lague) when they released compute shaders: https://github.com/jasonjmcghee/compute-shaders?tab=readme-o....

            Edit:

            Here's a good webgpu demo (not by me) of this kind of simulation https://shridhar2602.github.io/WebGPU-Slime-Simulation/

            • alhirzel 3 days ago

              Reminds me of Electric Sheep

              https://electricsheep.org/

              • romulobribeiro 9 hours ago

                This is something that Daniel Shiffman from coding train would consider for the coding challenges