Daily Creative Coding

元「30 min. Processing」。毎日、Creative Codingします。

パーティクル

誘引・反発されるパーティクルの軌跡

/** * drawing by attractor and repulser * * @author aa_debdeb * @date 2016/03/17 */ float G = 1.0; ArrayList<Particle> particles; ArrayList<Attractor> attractors; void setup(){ size(640, 640); frameRate(120); particles = new ArrayList<Particle>(); for(int i = 0; i < 300</particle></attractor></particle>…

リパルサーに反発するパーティクルの軌跡

/** * drawing by repulser * * @author aa_debdeb * @date 2016/03/15 */ float G = 1.0; ArrayList<Particle> particles; ArrayList<Attractor> attractors; void setup(){ size(640, 640); frameRate(60); particles = new ArrayList<Particle>(); for(int i = 0; i < 300; i++){ particl</particle></attractor></particle>…

アトラクターに誘引されるパーティクルの軌跡

/** * drawing by attractors * * @author aa_debdeb * @date 2016/03/14 */ float G = 1.0; ArrayList<Particle> particles; ArrayList<Attractor> attractors; void setup(){ size(640, 640); frameRate(60); particles = new ArrayList<Particle>(); for(int i = 0; i < 300; i++){ parti</particle></attractor></particle>…

パーティクルによる図形

/** * Shape by Particles * * @author aa_debdeb * @date 2016/03/12 */ int PARTICLE_NUM = 15; float PARTICLE_RADIOUS = 1.5; float PARTICLE_MAX_SPEED = 6.0; float PARTICLE_MAX_ACCELERATION = 0.4; float PARTICLE_IMPACT_SPEED = 300; float PARTI…

血管

/** * blood vessels * * @author aa_debdeb * @date 2016/03/06 */ ArrayList<Particle> particles; float radianNoiseX, radianNoiseY; void setup(){ size(640, 640); particles = new ArrayList<Particle>(); for(int i = 0; i < 1000; i++){ particles.add(new Particle());</particle></particle>…

カラーパーティクルの流れ

/** * Noisy Flow for Color Particles * * @author aa_debdeb * @date 2016/03/05 */ ArrayList<Particle> particles; float radianNoiseX, radianNoiseY; float rNoiseX, rNoiseY; float gNoiseX, gNoiseY; float bNoiseX, bNoiseY; void setup(){ size(640, 640); p</particle>…

パーティクルの流れ

/** * Noisy Flow for Particles * * @author aa_debdeb * @date 2016/03/04 */ ArrayList<Particle> particles; void setup(){ size(640, 640); particles = new ArrayList<Particle>(); for(int i = 0; i < 1000; i++){ particles.add(new Particle()); } background(255); str</particle></particle>…

ランダム・加速度・ウォーカー

/** * random acceleration walkers * * @author aa_debdeb * @date 2016/03/02 */ ArrayList<Particle> particles; void setup(){ size(640, 640); frameRate(60); particles = new ArrayList<Particle>(); for(int i = 0; i < 100; i++){ particles.add(new Particle()); } bac</particle></particle>…

追うパーティクル、追われるパーティクル

/** * Following Particles, Followed Particles * * @author aa_debdeb * @date 2016/02/29 */ int PARTICLE_NUM = 1000; float PARTICLE_RADIOUS = 1.5; float PARTICLE_MAX_SPEED = 10.0; float PARTICLE_MAX_ACCELERATION = 1.0; float PARTICLE_SPEED_V…

パーティクルの軌跡

/** * Trail of Particles * * @author aa_debdeb * @date 2016/02/28 */ int PARTICLE_NUM = 1000; float PARTICLE_RADIOUS = 1.5; float PARTICLE_MAX_SPEED = 10.0; float PARTICLE_MAX_ACCELERATION = 1.0; float PARTICLE_SPEED_VARIANT = 0.1; ArrayLi…

パーティクルで色のついた三角形

/** * Colored Triangles by Particles * * @author aa_debdeb * @date 2016/02/26 */ ArrayList<Particle> particles; void setup(){ size(500, 500); frameRate(30); noStroke(); particles = new ArrayList<Particle>(); for(int i = 0; i < 100; i++){ particles.add(new Par</particle></particle>…

パーティクルで三角形

/** * Triangles by Particles * * @author aa_debdeb * @date 2016/02/25 */ ArrayList<Particle> particles; void setup(){ size(500, 500); frameRate(30); fill(255, 100); noStroke(); particles = new ArrayList<Particle>(); for(int i = 0; i < 100; i++){ particles.add</particle></particle>…

2つの輪を泳ぐパーティクル

/** * Particles in Two Rings * * @author aa_debdeb * @date 2016/02/12 */ ArrayList<Particle> particles; PVector center1, center2; float radious; void setup(){ size(600, 400); frameRate(30); noStroke(); background(0); center1 = new PVector(200, heigh</particle>…

ちらつくパーティクル

/** * Flies in Center * * @author aa_debdeb * @date 2016/02/05 */ ArrayList<Particle> particles; void setup(){ size(500, 500); frameRate(30); particles = new ArrayList<Particle>(); for(int i = 0; i < 1000; i++){ particles.add(new Particle()); } } void draw(){</particle></particle>…

擬似3Dパーティクル

/** * Like 3D * * @author aa_debdeb * @date 2016/02/04 */ ArrayList<Particle> particles; void setup(){ size(500, 500); smooth(); frameRate(30); particles = new ArrayList<Particle>(); for(int i = 0; i < 300; i++){ particles.add(new Particle()); } } void draw()</particle></particle>…

小さな虫の集まりみたいなパーティクル

/** * Flies * * @author aa_debdeb * @date 2016/01/30 */ ArrayList<Particle> particles; void setup(){ size(300, 300); particles = new ArrayList<Particle>(); for(int i = 0; i < 1000; i++){ particles.add(new Particle()); } } void draw(){ background(0); noStroke(</particle></particle>…

円の中で光を反射させる

/** * Reflection of Light in Circle * * @author aa_debdeb * @date 2016/01/25 * */ float lradious = 200; float sradious = 5; ArrayList<Particle> particles; void setup(){ size(500, 500); frameRate(60); smooth(); background(0); particles = new ArrayList<Particle></particle></particle>…

マウスに向かって泳ぐパーティクル

/** * Swimmer to Mouse * * @author aa_debdeb * @date 2016/01/03 */ float MAX_ACC = 0.05; float MAX_POSVEL = 4.0; float MAX_BEZ_SPD = PI / 12; float VELVARIANT_SIZE = 0.1; float IMPACT_SIZE = 5.0; ArrayList<Swimmer> swimmers; void setup(){ size(500,</swimmer>…

泳ぐパーティクル

/** * Swimmer * * @author aa_debdeb * @date 2016/01/02 */ ArrayList<Swimmer> swimmers; void setup(){ size(500, 500); smooth(); frameRate(30); swimmers = new ArrayList<Swimmer>(); for(int i = 0; i < 50; i++){ swimmers.add(new Swimmer()); } } void draw(){ bac</swimmer></swimmer>…

音量に応じてパーティクルにノイズを加える

/** * Particles Controlled by Sound * * @author aa_debdeb * @date 2015/12/23 */ import ddf.minim.*; import ddf.minim.analysis.*; import ddf.minim.effects.*; import ddf.minim.signals.*; import ddf.minim.spi.*; import ddf.minim.ugens.*; int …

マウスを追いかけるパーティクル

/** * Particles * * @author aa_debdeb * @date 2015/10/10 */ int PARTICLE_NUM = 1000; float PARTICLE_RADIOUS = 1.5; float PARTICLE_MAX_SPEED = 10.0; float PARTICLE_MAX_ACCELERATION = 1.0; float PARTICLE_IMPACT_SPEED = 300; float PARTICLE_SP…