Displaying 1 to 20 from 34 results

Nim - Nim is a compiled, garbage-collected systems programming language with a design that focuses on efficiency, expressiveness, and elegance (in the order of priority)

  •    Nim

This repository contains the Nim compiler, Nim's stdlib, tools and documentation. For more information about Nim, including downloads and documentation for the latest release, check out Nim's website.More platforms are supported, however they are not tested regularly and they may not be as stable as the above-listed platforms.

geo_pattern - Create beautiful generative geometric background images from a string.

  •    Ruby

Generate beautiful tiling SVG patterns from a string. The string is converted into a SHA and a color and pattern are determined based on the values in the hash. The color is determined by shifting the hue and saturation from a default (or passed in) base color. One of 16 patterns is used (or you can specify one) and the sizing of the pattern elements is also determined by the hash values. You can use the generated pattern as the background-image for a container. Using the base64 representation of the pattern still results in SVG rendering, so it looks great on retina displays.

snek - An experimental system for writing generative systems

  •    Common

This library is specifically written to be useful for a broad range of ways in which I create art using various generative algorithms. A simple (graph) data structure for working with vertices and edges The structure is named snek; the name is explained below. This structure is combined with a programming pattern for applying changes to the structure. The pattern relies on alterations, see below.




simplex-noise.js - A fast simplex noise implementation in Javascript.

  •    Javascript

simplex-noise.js is a fast simplex noise implementation in Javascript. It works in the browser and on nodejs. By default simplex-noise.js will use Math.random() to seed the noise.

PuppetTest - An experiment in procedural dance animation

  •    CSharp

This is my second attempt at generating dance animation with a procedural method (I tried it a few years ago). This is not a complex algorithm, nor involved any AI-ish techniques. These characters are controlled with a few of sin curves and Perlin noise functions. The standard humanoid IK rig is used to animate the model.

wireframe-world - An infinite wireframe world in WebGL

  •    Javascript

As for the implementation, it is not very difficult stuff; I divide up the world into chunks(just like in Minecraft), and as the camera traverses the world, the chunks that become out of range are thrown away and are no longer rendered. And in the far away horizon I keep adding new chunks, to give the illusion that the world is infinite. Port the program into screensavers for OS X, Windows and Linux.

ProceduralTerrain - Procedural voxel terrain generation in Unity

  •    CSharp

Developed as part of my bachelor thesis at the University Hamburg in the HCI research group.


midiflip - 🎹 Transform MIDI files mathematically

  •    Javascript

Transform MIDI songs to create mathematical remixes. Inspired by Andrew Huang's #MidiFlip "challenge".MidiFlip can be used to simply flip notes around, inverting all the pitches, but it also gives you raw control over the notes in a simple way so you can make arbitrary remappings.

cave-automata-2d - Generate 2D cave layouts in JavaScript.

  •    Javascript

Generate 2D cave layouts in JavaScript: an implementation of the first half of this paper using ndarrays.Note that this function will modify the array directly.

flood-scan - Marks out disconnected "rooms" in a 2D array.

  •    Javascript

Marks out disconnected "rooms" in a 2D ndarray for procedural map generation.See eyeball.js for a visual test, and a full usage example.

THREE

  •    Javascript

THREE.Terrain is a procedural terrain generation engine for use with the Three.js 3D graphics library for the web. The latest releases of this project have been tested with three.js r86.

esri-cityengine-sdk - Develop 3D applications using the procedural geometry engine of Esri CityEngine

  •    

Esri CityEngine is based on Esri Procedural Runtime, which is the underlying engine that supports two geoprocessing tools in ArcGIS and drives procedural symbology in ArcGIS Pro. The CityEngine SDK enables you as a 3rd party developer to extend CityEngine with additional import and export formats. Moreover, you can integrate the procedural runtime in your own client applications taking full advantage of the procedural core without running CityEngine or ArcGIS. The archives are available for download at the corresponding github release page. See installation instructions below for details.

tree - Procedural trees

  •    Javascript

Generate trees algorithmically

palladio - :house: Palladio enables the execution of Esri CityEngine CGA rules inside of SideFX Houdini

  •    C++

Palladio is a plugin for SideFX Houdini. It provides operator nodes which enable the execution of Esri CityEngine 'rules' within Houdini networks. This provides a convenient combination of the generic procedural modelling capabilities of Houdini with the architecture-specific procedural modeling language 'CGA' of CityEngine. Palladio is maintained as an open-source project by Matthias Buehler (vrbn.io) and Simon Haegler (Esri R&D Zurich). Matthias is focusing on UX/UI topics and use-cases in Urban Planning, while Simon is focusing on the implementation and procedural modelling technology.

gl-rock - Procedural Generation of Rocks in WebGL

  •    Javascript

In this project, a simple technique for procedurally generating rocks is showcased. Two demos of the technique are provided.

glsl-worley - Worley noise implementation for WebGL shaders

  •    GLSL

From this module, a GLSL implementation of Worley Noise written by Stefan Gustavson can be imported. worley3D is defined as vec2 worley3D(vec3 P, float jitter, bool manhattanDistance). It returns a vec2 where x is F1 and y is F2(it is assumed that the reader knows the meaning of these two). P is the input point, jitter is the amount of jitter in the pattern, and if manhattanDistance is true, then a manhattan distance is used to generate the pattern, instead of the usual Euclidean distance(this basically makes the noise appear more "jagged").






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