Show HN: Write generative fine art in Rust
11–20 of 27 posts
Re: Show HN: Write generative fine art in Rust
#121: Crystalline lines grow on a computational substrate. A simple perpendicular growth rule creates intricate city-like structures.
https://duckduckgo.com/?q=xscreensaver+substrate&iax=images&...
Re: Show HN: Write generative fine art in Rust
#13This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
BTW following the link to your site in your Instagram profile leads to an HTTPS error.
Re: Show HN: Write generative fine art in Rust
#14Re: Show HN: Write generative fine art in Rust
#15This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
What do you mean with GLSL live coding? Because you need to recompile after all. I've been wondering where are the non-destructive painting programs, which does not rasterize organic brushes or strokes. Your attempt could work as a base to build one if it can work realtime sufficiently fast.
Re: Show HN: Write generative fine art in Rust
#16This is a library and CLI for Rust to write generative fine art for print. I wrote this because writing generative art for print has unique problems that I found myself solving over and over again in standard graphics packages. For example, a general purpose graphics library should probably compile shaders ahead of time, since compiling them at runtime is slow. When writing art, I want to see them update as I change…
Do you think it could be suited to do "glitch art" on existing images? I've done things like that in Rust in the past using completely handwritten GL code, for instance: https://axellemanfrini.com/media/Editorial/281115_4_GlitchPl... but it's always a bit cumbersome to reinvent the wheel. Just having shaders auto-reload would be a big time saver actually.
Re: Show HN: Write generative fine art in Rust
#17Re: Show HN: Write generative fine art in Rust
#18The good old xscreensaver has quite a few which I really want(ed) as high quality prints, e.g. "Substrate[1]". I never got around to making it render into a file, and the screens were too far from 4K back then to make screen grabbing useful. Plus I was too afraid to bug jwz himself :). 1: Crystalline lines grow on a computational substrate. A simple perpendicular growth rule creates intricate city-like structures. ht…
Re: Show HN: Write generative fine art in Rust
#19I assume that's not the case at all. Are you familiar with nodebox, and can you explain why someone who uses it might want to switch to this?