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This year I participated in genuary, here is the repo with all my sketches: https://github.com/genmeblog/genuary
These are wonderful! Love the patterns, colors and textures. They look like the upholstering of the chairs in our public transportation system here in Oslo, Norway. Like the seats on the bus, tramway and subway.
Awesome! I participated in "Jamuary" but had never head of genuary! Will check it out next year
Definitely! 🙂 This event is associated with http://generative-artists.slack.com community.
These are so cool, @tsulej! I love the concept and your results look really authentic 🙂
Have you always created your art with clojure2d, or have you used other libraries (like Quil or http://thi.ng)?
I'm very new to Clojure and I was using P5.JS for a little while, so it seemed natural I'd try Quil next. However, I'm interested to know if there is something better in Clojure and why.
Processing bundles window, canvas and editor all together. So if your process is based on trying things, you constantly edit, run, close, edit, run, close.... Or, you have to spend some time to create simple ui (throgh keyboard/mouse events for example). Comparing to REPL driven development it' very limiting.
Additionally, decoupled window and canvas gives much more freedom (it's possible in Processing too, with PGraphics).
Quil is still Processing and uses Processing paradigm (setup -> draw loop + evemts). However, funmode enables enables great Clojure expeirence in REPL.
Clojure2d focuses on canvas operations, leaving decision about window coupling to the user.
I appreciate your comparing the two workflows for me. I have never really considered what it would be like to have the window and canvas separated.
Does it allow you to more easily render something like a tiled NxN view of several iterations/version of a piece?
If you mean parallel rendering on single canvas - no, canvas is single threaded. But you can create NxN canvases, render in parallel and combine them later.
There is also log (or linear) density renderer available - the method used in raytracers, when you "splat" a pixels.
Great article! I really enjoy the look you've created by eschewing line drawing and instead using millions of points for a more natural feel.
@U032LAD66SF I did a bunch of work directly in Seesaw because I wanted a low-CPU solution. Quil and Processing are aiming for FPS. I've been working on adding Clojure2D and Clisk to the project so I have more rendering options.
Thanks, @U02UHTG2YH5! I hadn't heard of Seesaw. Initially at least, I want to focus on static images so your call out about Quil/Processing's focus on FPS is helpful. Honestly, I really just need to choose something and jump in so I don't get stuck in analysis paralysis (as I'm prone to doing 😅).