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ASCII Clouds

caidan.dev

41–50 of 99 posts

Re: ASCII Clouds

#41

That is so beautiful. The underlying algorithm is perlin noise (see https://en.wikipedia.org/wiki/Perlin_noise ) and it's over 40 years old! It's such a fabulous tool as the generated images can be used for effects like glass/ice displacements, cheap water-like effects, but you can also generate terrains from it or just cool visual effects that benefit from random patterns. The core property to me is that it feels ve…

P5JS makes it very easy to start playing around with.

https://p5js.org/reference/p5/noise/

Re: ASCII Clouds

#42
and if you ctrl+- like 7 times youre back to showing clear pixels. If you set cell size to 4, then 5 times is enough :)

Re: ASCII Clouds

#43

Neat. It'd be more "ASCII" if it used 8x16 pixel (but right extended to 9x16) characters in 80:133 width:height aspect ratio since 80x25 characters at 720x400 on 4:3 results in 80:133 pixels. An arbitrary sized canvas is cool so long as the aspect ratio is preserved. The infamous MCGA/"VGA" mode 13h had pixels with an aspect ratio 6:5, while 320 x 240 Mode X was square (1:1). I still remember the unchained offset cal…

Infamous means famous but for a bad reason, basically notorious. I've noticed a lot of people making this mistake recently, as well as people using ignorant to mean stupid. But I digress...

Many of us have that mode 13h stuff memorised too, including the 0x3c8 and 0x3c9 palette registers etc. And since 320x200 bytes is less than 65536 you don't need to do any segment stuff to access the full frame buffer.

Re: ASCII Clouds

#45

maybe there is more going on here but it's relatively easy to make a text post processing shader and apply it to anything, 3d scene, a video, etc... https://post-processing.tresjs.org/guide/pmndrs/ascii https://forum.babylonjs.com/t/ascii-shader-using-glsl-postpr... https://threejs.org/examples/?q=ascii#webgl_effects_ascii https://fwdapps.net/l/asci/ https://codesandbox.io/p/sandbox/ascii-postprocessing-n628p8... htt…

Or you could just start with ASCII... I was discussing how shaders work with a friend and wound up hacking together a sort of "shadertoy" that runs in Emacs last night. Scroll to end of file to see examples...

https://hg.sr.ht/~oofoe/shademacs/browse/sdf.el?rev=tip

  (shade 10 2 (lambda (x y) x))  ; Horizontal ramp.
  ;; @ # & % * = + : - · 
  ;; @ # & % * = + : - ·

Re: ASCII Clouds

#46

Nice. This looks similar to what I have implemented: https://www.npmjs.com/package/asciiground , but I intended it more as a library where a user could program their own patterns by extending the existing systems. Sadly, my GitHub account got flagged, so there is no way to access the repository or GitHub pages for the demo at the moment.

First time I came across this, why does a github account get flaggged?

GP might be Israeli. I'm tempting fate by posting this, but I know two Israelis whose Github accounts were flagged following the October 7th attacks, and both stated that they know others as well. I don't know what the mechanism of flagging involves, but there are targeted campaigns against some Github (and other social things) users. It's not just one report and then the repo goes down.

Re: ASCII Clouds

#48

That is so beautiful. The underlying algorithm is perlin noise (see https://en.wikipedia.org/wiki/Perlin_noise ) and it's over 40 years old! It's such a fabulous tool as the generated images can be used for effects like glass/ice displacements, cheap water-like effects, but you can also generate terrains from it or just cool visual effects that benefit from random patterns. The core property to me is that it feels ve…

I think it's technically Simplex noise, but yes also developed by Perlin.
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