Genetic Art is a way to describe processes where genetic selection procedures are applied to computer-generated media, the selection criteria being based on aesthetical choices. In other words, think of yourself as a Mendel-wannabe of the digital era, one that works with images instead of peas. Ready to experiment? Continue reading The art of breeding pictures
NetLogo is a programmable modeling environment for simulating natural and social phenomena. It is particularly well suited for modeling complex systems developing over time. Modelers can give instructions to hundreds or thousands of independent “agents” all operating concurrently. This makes it possible to explore the connection between the micro-level behavior of individuals and the macro-level patterns that emerge from the interaction of many individuals.
3.1 features a new suite of link primitives, configurable world topologies, randomized agent ordering, and a new tie primitive.
NetLogo is one of those cool, easy-to-understand program languages, like Processing, that I keep in my linkshelf with the hope to learn one day and become a really cool artist.
Based on the famous (at least when I was a kid) LOGO language, NetLogo really IS an impressive programming environment for at least three reasons: it is easy to learn so students can use it; it is written in java, which means that the programs can be executed from within the web browser, like the examples here; and it has a very wide scope of applications, from biology to art. All in all, this is a highly interesting and worthwhile environment that I’ll keep on wanting to try for a long time. 😉
The antialiasing is real-time and perfect (no really it is) while the textures use conformal mapping which means no stretching or mapping artifacts like you get with typical projective mapping.
Jeff Anderson has updated his blog with some new videos showing Groboto, the 3D organic art program, in action. It seems that the hopes I showed in my last article on the beta are being confirmed. The interface proves to be friendly and powerful; you can rotate the model effortlessly at any moment, and manipulating the seed (the little shape you start with) or the lighting is also very easy. Everything casts shadows over everything, and the textures have a crisp look due to the special kind of bump mapping used.
There are still many things about Groboto that remain a mystery: will it feature predefined shapes like the previous version? will it have a genetics lab? what will the export options be? When the beta testing is open I’ll be able to answer those questions. Until then, the expectations are getting pretty high 😀
Related Article: Groboto 2.0 in the works
Related Article: Groboto-beta: new screens
Jeff Anderson, developer of Groboto, has kindly sent me the link above. It points to his new blog, where he´s posting images made with the beta for the new version of the program. This is very good news for two reasons: it means that the work is advancing at a good pace, and it shows that it is advancing in the right direction. Several of the pictures he has posted are screen captures that show the program´s interface (after you click on a picture for the first time, notice that there´s an icon over its upper-left corner that allows you to see the full size version). The controls shown look reasonably intuitive and the images, impressive. If the rendering speed is as fast as he claims (this picture was rendered in just three seconds) and the interface is as easy as to not interfere with creativity, Groboto may be truly one of the most interesting programs since William Latham released Organic Art (V2 will be the first version for both windows and macOS; V1.6 already stands as one of the most unique and interesting programs of its kind for the mac).
Related Article: Groboto 2.0 in the works
Related Article: Groboto-beta: new videos
We’re not quite ready to announce release dates for the beta or final versions, but we though we’d update you on our progress.
* Mac OS X & Windows Versions
* True 3D
* Real Time Editing with Full Rendering
* Real Time Bot Editing
* New Interactive Animation Tools
* Shadow Casting & Local Lights
* Fully Editable Primitives.
* Fantastic Proprietary Texture Mapping
* And much more…
Groboto has been defined by its authors either as “an intuitive 3D art tool”, or, more modestly, as “an amazing 3D program where kids can create cool images through the exploration of math, science, and art”. However, this is a piece of sotware which defies categorizing since it touches many different fields. Its key point is that of growing both organic and inorganic- like shapes, (hence the Gro-), that emerge from the trail left by a Bot (hence the -boto). In this sense, Groboto reveals an inheritance from the Logo language as much as from the principles of Evolutionary Art. In version 1.6 (the one I bought), it was possible to tweak the organic shapes, crossbreed them, evaluate the offspring from several points of view and use the selected individuals as parents for the next generation, among many other things. Actually, it was even possible to create games based on the bots´ behaviours (I didn´t go that far, though). Although the main view Continue reading Groboto 2.0 in the works