AOS4 NOTE:
Some scene are slow even on 1ghz cpu. There is many fastor which make such
slownes, like little raw cpu power for modern demos, bad opengl realisation for
now (2010) with warp3d layer beetwen + some fucntions like trasformation,
lighting and such done in SW mode (and not hardware accelerated) and so on. But
anyway, its interesting to see.
As usual i rewrite FMOD on SDL_Mixer, add window/fullscreen modes and alt.
--original readme--:
Credits
Martti "Preacher" Nurmikari - Programming
Jukka "Grip" Дlli - Soundtrack
Brett "Firelight" Paterson - XM Player
Fabian "ryg" Giesen - Packer
.Information and random babble
It seems strange to sit here, writing this infofile in the beginning of
January.. but the intro
is in releasable condition and writing infofiles is my favourite part of the
production process,
so why not? :)
I was originally only supposed to make a demo for BP, but then I was contacted
by iq/rgba who was
interested in getting something done by me for his ICM 2006 (International
Congress of Mathematicians)
workshop on realtime mathematics, so I hacked this thing together. Since his
deadline and Breakpoint
coincide nicely, why not release this here as well? It's not as "entertaining"
as some prods I
have made, but I think it contains some beautiful visuals.
The name is Latin for "before God". To quote Paul Dirac: "It seems to be one of
the fundamental
features of nature that fundamental physical laws are described in terms of
mathematical theory of
great beauty and power, needing quite a high standard of mathematics for one to
understand it.
You may wonder: Why is nature constructed along these lines? One can only
answer that our present
knowledge seems to show that it is so constructed. We simply have to accept it.
One could perhaps
describe the situation by saying that God is a mathematician of a very high
order, and He used very
advanced mathematics in constructing the universe. Our feeble attempts at
mathematics enable us to
understand a bit of the universe, and as we proceed to develop higher and
higher mathematics we
can hope to understand the universe better."
Included (for the sake of making myself sound smarter than I really am) are:
Platonic solids
- Just a visualization of the five Platonic objects in classical mathematics.
2d potential field
- Also called a "plasma" in some circles ;) two functions are morphed, one is
a distance field
and one a combination of sine waves... ;)
Newton-Raphson fractals
- A polynomial function is iterated in the complex plane and the phase angle
plotted in a grid.
Lorentz attractor
- The classical attractor system, arising from all sorts of physical
phenomena, visualized.
Rossler attractor
- Arises at least from oscillation in chemical reactions.
Diffusion limited aggregation
- Simulation of diffusing particles, where the particles stick to each other
or the edges of the
cube holding the simulation when they meet.
Voronoi diagram
- Divide the plane into sets through generator points calculating which point
is the closest. Also
known as cellular texture ;)
Curves
- Just a bunch of curves in three dimensions. Pick a bunch of points, for each
point, give two
angles, their derivatives and speed, then just iterate, plotting the
trajectory. Nothing mathematical
in it, but it looks pretty.
2D vector field
- It may look like a tunnel, but it's not. It's just a bunch of particles
moving in three different
vector fields, varied over time.
Breadth-first search
- Tree patterns are generated using fibonacci numbers (first branch gets two
children, the next three,
then five..), which are then visualized per generation. Fibonacci numbers
grow big fast, so only
generations up to six are used.
IFS fractals
- A set of transformations is defined for the two-dimensional plane. For each
iteration, one is picked
randomly and the pixel plotted, which results the pixels to converge towards a
set. The transformations
are varied over time, to animate the fractals. (any set of transformations
will make a fractal, but
because most of them look like shit, the original parameters which I tweaked
are from Paul Bourkes site)
3d vector field
- Particles in three-dimensional vector fields. Pretty.
Left out, are, some stuff that you may or may not see in the future ;)
.Contact
Preacher : syksyisin()gmail.com
Grip : grip()jippii.fi
.Finally
Greetings and love to all of my friends, you know who you are.
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