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Noise Planets

161 点作者 atulvi超过 4 年前

7 条评论

Sharlin超过 4 年前
<i>&gt; I found this neat technique, to find random points in a circle where a random radius r and angle theta are chosen and the x,y points are obtained as x = centerX + r * cos(theta) and y = centerY + r * sin(theta)</i><p>This misses the crucial point of the technique described in the linked Stackoverflow answer: that <i>r</i> cannot be a uniformly distributed random value if you want a uniform distribution of points in a circle. Rather you need<p><pre><code> r = R * sqrt(random()) </code></pre> where R is the radius of the circle and random() gives a uniform distribution of random numbers between 0 and 1.
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mojuba超过 4 年前
The article uses original work of Tyler Hobbs [1] who apparently creates fascinating abstract art via programming.<p>[1] <a href="https:&#x2F;&#x2F;twitter.com&#x2F;tylerxhobbs" rel="nofollow">https:&#x2F;&#x2F;twitter.com&#x2F;tylerxhobbs</a>
monroewalker超过 4 年前
What keeps the lines from intersecting? Is that a property of &quot;Perlin noise&quot;?
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exo-pla-net超过 4 年前
In his code after &quot;and now we apply flow fields and try to move these points&quot;, the code is errant. It will produce errors if you try to run it.<p>The variable &quot;m&quot; in draw() should be changed to &quot;points&quot;.<p>The variable &quot;h&quot; in draw() should be changed to &quot;t&quot;.
gameswithgo超过 4 年前
a while back I got into fractal noise, simd instructions, and unity and made a bunch of planets: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=dqNXpU9d2_I" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=dqNXpU9d2_I</a>
huhtenberg超过 4 年前
More like noise <i>circles</i> rather than <i>spheres</i>. Still looks good though.
lgats超过 4 年前
Reminded me of the recent Sci-fi DUST episode, Avarya <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=YvLH0sy_lu8" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=YvLH0sy_lu8</a>