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You could polish it by using variable size precision floats or at least quadruple size 128 bit floating point. This requires you to create a programming languag
by morphle 2y ago
You could polish it by using variable size precision floats or at least quadruple size 128 bit floating point. This requires you to create a programming language compiler or use my parallel Squeak programming language (it is portable) and have that run on Webassembly or WebGL. It would be easier to have it run directly on CPU, GPU and Neural Engine hardware. The cheapest hardware today would be the M4 Mac mini or design your own chips (see my other post in this thread).
An example of this polished solution is [1] but this example does not yet use high precision floating point [2].
[1] https://tinlizzie.org/~ohshima/shadama2/ https://tinlizzie.org/~ohshima/shadama2/
[2] https://github.com/yoshikiohshima/Shadama https://github.com/yoshikiohshima/Shadama
- QuadmasterXLII 2y agoThis is already implemented in it- I just did it in pen and paper and directly wrote the shader from my results instead of writing a language first. https://www.hgreer.com/JavascriptMandelbrot/#an_ugly_hack_the_cool_kids_love_ugly_hacks https://www.hgreer.com/JavascriptMandelbrot/#an_ugly_hack_th...