[HN Gopher] Algorithms for making interesting organic simulations
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Algorithms for making interesting organic simulations
Author : todsacerdoti
Score : 131 points
Date : 2025-07-13 16:59 UTC (3 days ago)
(HTM) web link (bleuje.com)
(TXT) w3m dump (bleuje.com)
| alhirzel wrote:
| Reminds me of Electric Sheep
|
| https://electricsheep.org/
| smusamashah wrote:
| The 36 Points linked in the article is very fascinating
| https://www.sagejenson.com/36points/#22_transmission_tower
|
| Press numbers and letters on this page to switch to one of the
| variations.
| ethan_smith wrote:
| The 36 Points is part of Sage Jenson's visualization of Jeff
| Jones' "Artificial Nature" research, which pioneered many of
| these reaction-diffusion and agent-based models for simulating
| emergent biological phenomena.
| jasonjmcghee wrote:
| Absolutely beautiful visualizations.
|
| These are way beyond anything I've done, but you can actually do
| these with compute shaders in real time and they look quite good.
|
| I played with using Godot to do this kind of slime simulation
| (inspired by Sebastian Lague) when they released compute shaders:
| https://github.com/jasonjmcghee/compute-shaders?tab=readme-o....
|
| Edit:
|
| Here's a good webgpu demo (not by me) of this kind of simulation
| https://shridhar2602.github.io/WebGPU-Slime-Simulation/
| romulobribeiro wrote:
| This is something that Daniel Shiffman from coding train would
| consider for the coding challenges
| johannes_ne wrote:
| The same author has a great series of tutorials for making
| looping animations, where the animation appears longer than the
| length of the loop. It also introduces Perlin noise, which I've
| found quite useful in a few unrelated projects.
|
| https://bleuje.com/tutorials/
|
| Here is an example of a 10-minute movie in a 6.3-second looping
| GIF.
| https://bsky.app/profile/johsenevoldsen.bsky.social/post/3lm...
| FacelessJim wrote:
| I did something very similar some years ago while learning metal
| [1], I recall them being called "boids". I spent days just
| playing with the various parameters, luckily my implementation
| was not as pretty as the one offered in the OP, otherwise I would
| have lost weeks instead.
|
| [1] https://github.com/ghyatzo/metalplay?tab=readme-ov-file
| _0ffh wrote:
| The original boids, or "bird-oid objects", was an algorithm and
| program to simulate emergent flocking behaviour from simple
| rules in birds. It has spawned a kind of genre, or at least a
| multitude of copies/derivatives, often collectively referred to
| as "boids".
| stirfish wrote:
| I've been vibe coding boids implementations because my toddler
| likes to look at them. Here's one where the attributes of the
| boids (alignment, etc) are hooked up to frequency generators
| like a sequencer:
| https://neuroky.me/boidsine.html?boidCount=1700&hue=sine3&se...
|
| I can move them to GitHub or something, but they are currently
| hosted in my pantry. Please be gentle :)
| Ono-Sendai wrote:
| Very nice. It seems some of the algorithms are (inadvertently?)
| solving the shallow water equations. Looks similar to the results
| I was getting working on https://github.com/Ono-Sendai/terraingen
| mif wrote:
| Reminds me of the Gray-Scott explorer [0], implemented with WebGL
| (in 2012!!).
|
| Mathematics is beautiful!
|
| [0] https://www.mrob.com/pub/comp/xmorphia/ogl/index.html
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(page generated 2025-07-16 23:02 UTC)