The latest Witness Wednesday is up! The grass planting saga continues with "The Color of Noise": http://mollyrocket.com/casey/stream_0014.html … @witnessgame
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@increpare
@cmuratori@witnessgame not there yet, but hey! beeline generator! http://snag.gy/yxkxN.jpg2 replies 0 retweets 0 likes -
Replying to @danielben
@increpare
@cmuratori@witnessgame try 2: I made a queuing strategy visualizator http://snag.gy/j9QWC.jpg1 reply 0 retweets 0 likes -
Replying to @danielben
@increpare
@cmuratori this is more like it! CON: wanting a fixed amount of points is troublesome for this algorithm http://snag.gy/Q2RhW.jpg2 replies 0 retweets 0 likes -
Replying to @danielben
@danielben @increpare@cmuratori if it runs fast enough you could binary search on 'distance away to place new points' until you're close2 replies 0 retweets 0 likes -
Replying to @Patashu0
@Patashu0@danielben @increpare You do not need to do that. You just always generate your distributions then _scale_ the resulting points.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@Patashu0 @increpare you mean scale up the mesh and then trim out the ones outside the border?1 reply 0 retweets 0 likes -
Replying to @danielben
@danielben@Patashu0 @increpare Yep. Although you can also grow it as a rectangle to begin with by refusing to queue anything outside...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@danielben@Patashu0 @increpare ... a given rectangle until all points inside it have been exhausted, then growing the rectangle by 2r.2 replies 0 retweets 0 likes
@danielben @Patashu0 @increpare That way there is no trimming step.
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