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> Maybe one day I will revisit this project and properly rewrite the whole thing. I recommend doing it in GLSL. It's very little effort to implement (about 30–
by n3k5 7y ago
> Maybe one day I will revisit this project and properly rewrite the whole thing.
I recommend doing it in GLSL. It's very little effort to implement (about 30–50 lines of code) and even on a modest GPU it'll run fast enough so you can explore different parameters interactively. As a bonus, you can get MIP-mapping for basically free — no more aliasing!
In case you don't want to learn OpenGL or Vulkan, you can use a tool such as Shadertoy.
- DerDangDerDang 7y agoWriting fractal shaders is great fun, agreed. I found mip mapping introduced artefacts around discontinuities in the texture coordinates - this was doing orbit trap texturing, but the UVs in the described method would have similar discontinuities. The artefacts can be reduced with a bit of care, iirc
- eroeroe 7y agoYes, I agree: the GLSL is a adding value. I found great and fabulous this: https://www.michelemorrone.eu/glchaosp/ https://www.michelemorrone.eu/glchaosp/ glChAoS.P ⋅ wglchaosp.p - Real time 3D strange attractors GPU explorer... and hypercomplex fractals It's both OpenGL and WebGL (via WebAssembly), also opensource and multi platform.. and explores over 100 types between attractors, fractals and also DLA3D (Diffusion Limited Aggregation) Very beautiful!