Week 2 Assignment – 3D Conway game of life

Conway game of life 3D sketch below!

Concept:

The inspiration for this is Conway’s game of life, computer generated art is like an umbrella term, I started with searching up old computer generated art in the 50’s and 60’s, and there were some cool concepts like using computer parts to make some sort of art out of them, but it wasn’t exactly what I was looking for. Then it hit me! Conway’s game of life, but not just 2D, that would not work for me, I had to make it 3D, and that’s how this sketch started.

I had to tweak the rules a bit to give this a more generative art feel as well as per-determining the spawn position for the starting cells.

Implementation:

Before we get into the technical implementation of this, let me cover  the theory and rules that the sketch runs by.

Of course for 3D we had to use webgl, to get our 3rd axis (z), and also use orbital control to allow us to move around the area.

createCanvas(400, 400, WEBGL);
// Start with a view of the entire resolution
camera(0, 400, 4900, 0, 0, 0, 0, 1, 0);

orbitControl();

 

A dead cell becomes alive only if it has exactly 3 or 6 neighbours. (Neighbours are alive cells that are next to the cell we are checking)

A living cell stays alive only if it has exactly 5 or 6 neighbours, otherwise it will die.

For the starting spawn, I first started with giving each cell a random chance of 2% to become alive on initialization, it would work however sometimes the  cells would all die or I would not get a good looking design, so I decided to spawn the cells at each corner.

// Create the array for all th cells state
  for (let x = 0; x < res; x++) {
    grid[x] = [];
    next[x] = [];
    for (let y = 0; y < res; y++) {
      grid[x][y] = [];
      next[x][y] = [];
      for (let z = 0; z < res; z++) {
        // Seed with 3x3x3 clusters at corners
        let inCorner1 = x < 3 && y < 3 && z < 3;
        let inCorner2 = x >= res - 3 && y < 3 && z < 3;
        let inCorner3 = x < 3 && y >= res - 3 && z < 3;
        let inCorner4 = x >= res - 3 && y >= res - 3 && z < 3;
        let inCorner5 = x < 3 && y < 3 && z >= res - 3;
        let inCorner6 = x >= res - 3 && y < 3 && z >= res - 3;
        let inCorner7 = x < 3 && y >= res - 3 && z >= res - 3;
        let inCorner8 = x >= res - 3 && y >= res - 3 && z >= res - 3;

        grid[x][y][z] =
          inCorner1 ||
          inCorner2 ||
          inCorner3 ||
          inCorner4 ||
          inCorner5 ||
          inCorner6 ||
          inCorner7 ||
          inCorner8
            ? 1
            : 0;
        next[x][y][z] = 0;
      }
    }
  }

To check for neighbours of each cell, we use a triple nested loop and offset from -1 to 1, to check behind, center forward for each axis.

A couple things to note is, I run the rule checking code once every 30 frames, so that the cells don’t populate too fast and so that we can actually see what is happening and enjoy the chaos that is happening.

A couple things I am proud of is my optimization and coordinate calculation.

Context: There are 2 grids that we are using, our “present” grid and the “next” grid, to not confuse the computer, we apply our rule application and calculation to our present grid, but store the results in our next grid, now originally to switch between the 2 I would turn grid into a long string JSON, then parse it tot equate it to next, but that would lead to thousands of operations. So what I figured out was actually something from c++ and dealing with pointers, and it’s simply just changing the name. To provide context, in javascript you can’t equate the 2 grids to each other to change them, because then they would be connected and if you affect one grid the other is also affected which defeats the purpose of having 2 grids.

let temp = grid;
grid = next;
next = temp;

These 3 lines may not seem much, but it saves our computers from doing thousands of operations every 30 frames, and reduces those thousand of operations to simply 2 operations.

Now, I had to limit the cells to spawn in a specific area of our canvas, otherwise the calculations would get too much, and wordpress would not be able to handle that many calculations.

let cellSize = 50;
let res = 20;

Resolution is basically how many cubes we want, or in this case we want a dimension of a 20 by 20 by 20 cubes, which is 8000 cubes, and 8000 operations every 30 frames, anymore and the browser would slow down tremendously so 20 was the sweet spot.

for (let x = 0; x < res; x++) {
    for (let y = 0; y < res; y++) {
      for (let z = 0; z < res; z++) {
        // Check if the cell is alive
        if (grid[x][y][z] === 1) {
          // Calculate the position of the cell in the canvas using the res and size as reference.
          let xPos = x * cellSize - (res * cellSize) / 2;
          let yPos = y * cellSize - (res * cellSize) / 2;
          let zPos = z * cellSize - (res * cellSize) / 2;
          push();
          translate(xPos, yPos, zPos);

          // Map scales our rgb colors based on the location so the cube looks like a spectrum.
          let r = map(x, 0, res, 0, 255);
          let g = map(y, 0, res, 0, 255);
          let b = map(z, 0, res, 0, 255);
          fill(r, g, b);
          stroke(0, 50);
          box(cellSize);
          // Take the pointer back to 0,0,0
          pop();
        }
      }
    }
  }

Our coordinate system of the resolution is going to be different to the canvas coordinate system, so with a little bit of math, we could take our raw x y z coordinate and convert them into our resolution coordinates to allow us a proper bounded area.

Finally giving us that beautiful color spectrum, we use the map functions which allows us to scale our resolution with the rgb values, for example at 10 (half way into resolution) the  r value would be 127 (half of 255).

Reflection and Improvements:

Honestly I am particularly happy about how this turned out, I thought it would be quite difficult to implement but it turned out a lot better and easier than I expected it to and I am happy that I went through with it.

A couple ways I would think about improving it is adding a gradient color background, and maybe implement more shapes for cells to be rather than simply a cube.

Week 1 – Self Portrait

Concept:

I dove into the assignment blind, no initial sketches or anything as such, instead of conveying an idea through the portrait beyond simply portraying myself, I thought it would be fun to try to implement other features of p5js into it, which lead to us having a color changing shirt, moving clouds and automatic blinking animation!

Implementation:

Honestly I did not sure on how to make my curly hair, at first I thought I could use the curve() function of p5.js to maybe simulate “curl” layers over a circle layer on the head. However it did not turn out realistic whatsoever, so my next step was to first add a rectangular layer behind the head, (besides the forehead part where I added a small rectangle on top of the forehead so that it looks like the hair is covering). I then added a bunch of circles centered inside the hair layer so that it looks like curls on top of my head, there was an emoji I used as reference actually and it was this: 👨‍🦱, not exactly the same however I took the top part of the hair as reference.

// hair
fill(0);
noStroke();
rect(210, 50, 180, 80);
circle(220, 60, 30);
circle(220, 80, 30);
circle(220, 100, 30);
circle(220, 120, 30);
circle(240, 50, 30);
circle(260, 50, 30);
circle(280, 50, 30);
circle(300, 50, 30);
circle(320, 50, 30);
circle(340, 50, 30);
circle(360, 50, 30);
circle(380, 60, 30);
circle(380, 80, 30);
circle(380, 100, 30);
circle(380, 120, 30);

// face
noStroke();
fill(223, 170, 139);
ellipse(300, 150, 175, 200);

// hair over face
fill(0);
rect(236, 50, 125, 20);

Next is the automatic blinking, there is 3 variables that are used for this process, lastblink, blinkInterval and the boolean blinking. The way the logic works is that I use the in built function millis(), and what this does is keep track of how much time has passed since the sketch started running, using that we can subtract our last blink and check if it is greater than our blink interval, so here I use that so the blink interval is 3 seconds, so when the sketch start running lastblink is going to be 0, so when millis reach 3001 milliseconds we get 3001-0 which is greater than 3000, meaning it is time for the character to blink, this sets blinking to true which “disables” the eye and pupil code giving the illusion of blinking. However we want the character eyes to open up after a bit so we use setTimeout() which waits a certain time we set before executing a command, so here we wait  300 ms / 0.3 seconds before setting blinking to false and opening up the character’s eyes.

let lastBlink = 0;
let blinkInterval = 3000; 
let blinking = false;

  // Check if time to blink
  if (millis() - lastBlink > blinkInterval) {
    blinking = true;
    setTimeout(() => blinking = false, 300); 
    lastBlink = millis();
  }

  // eyes and pupils
  stroke(223, 170, 139);
  strokeWeight(2);
  if (!blinking) {
    fill(255);
    ellipse(260, 125, 50, 40);
    ellipse(335, 125, 50, 40);
    noStroke();
    fill(0);
    circle(260, 125, 15);
    circle(335, 125, 15);
  }

The color changing shirt logic is pretty simple, for smooth transition I use sin on our shirtcolor variable, sin goes between -1 and 1, however rgb takes from 0 to 255, so we multiply by 127 to get -127 and 127 and then add 128 to this to get a range from 0 to 255, for r we just use sin of colorshirt, for g and b we delay the sin by two_pi  / 3 and 2*two_pi / 3, and finally we add 0.03 every time draw runs to shirtcolor.

let shirtcolor = 0;
  // shirt color changing
  let r = 128 + 127 * sin(shirtcolor);
  let g = 128 + 127 * sin(shirtcolor + TWO_PI / 3);
  let b = 128 + 127 * sin(shirtcolor + 2 * TWO_PI / 3);
  shirtcolor += 0.03;

  // shirt
  noStroke();
  fill(r, g, b);
  rect(200, 290, 200, 250);

The final thing that is worth mentioning is the cloud movement in the background, I use a function that takes in the x, y and s (where s is set to 1 unless specified otherwise), and draw our cloud using an ellipse with the parameters we put. I initialize 14 different “clouds” with different x,y and s values in an array, now to draw and move the clouds, I use a loop to move through the cloud array and call the drawCloud function that draws each cloud, then to move it along the background, I add 1 to every cloud’s x value in the loop and to make the clouds move up and down add the value of sin(shirtcolor) to the y value of each cloud, since shirtcolor constantly changes it’s a good variable to use in this case. Finally to make sure the clouds wrap back, we check if the x value of each cloud has went past the width of canvas by 25 pixels or not, if it has we set the x value to -50! This gives the illusion of clouds wrapping around without them “disappearing” from one side and “appearing” at the other.

let clouds = [];
clouds = [
    {x: 80, y: 80, s: 1},
    {x: 200, y: 60, s: 1.3},
    {x: 350, y: 90, s: 0.9},
    {x: 500, y: 70, s: 1.2},
    {x: 120, y: 140, s: 0.8},
    {x: 300, y: 160, s: 1.1},
    {x: 450, y: 140, s: 0.7},
    {x: 80, y: 200, s: 1},
    {x: 200, y: 260, s: 1.3},
    {x: 350, y: 290, s: 0.9},
    {x: 500, y: 270, s: 1.2},
    {x: 120, y: 340, s: 0.8},
    {x: 300, y: 460, s: 1.1},
    {x: 450, y: 340, s: 0.7},
  ];

  // draw and move clouds
  for (let c of clouds) {
    drawCloud(c.x, c.y, c.s);
    c.x += 1;
    c.y += sin(shirtcolor)
    if (c.x > width+25) c.x = -50;
  }


function drawCloud(x, y, s = 1) {
  stroke(255);
  strokeWeight(1);
  fill(255);
  ellipse(x, y, 50 * s, 24 * s);
}

Overall code:

let shirtcolor = 0;
let clouds = [];
let lastBlink = 0;
let blinkInterval = 3000; 
let blinking = false;

function setup() {
  createCanvas(600, 550);

  // initialize clouds
  clouds = [
    {x: 80, y: 80, s: 1},
    {x: 200, y: 60, s: 1.3},
    {x: 350, y: 90, s: 0.9},
    {x: 500, y: 70, s: 1.2},
    {x: 120, y: 140, s: 0.8},
    {x: 300, y: 160, s: 1.1},
    {x: 450, y: 140, s: 0.7},
    {x: 80, y: 200, s: 1},
    {x: 200, y: 260, s: 1.3},
    {x: 350, y: 290, s: 0.9},
    {x: 500, y: 270, s: 1.2},
    {x: 120, y: 340, s: 0.8},
    {x: 300, y: 460, s: 1.1},
    {x: 450, y: 340, s: 0.7},
  ];
}

function draw() {

  // Check if time to blink
  if (millis() - lastBlink > blinkInterval) {
    blinking = true;
    setTimeout(() => blinking = false, 300); 
    lastBlink = millis();
  }
  // shirt color changing
  let r = 128 + 127 * sin(shirtcolor);
  let g = 128 + 127 * sin(shirtcolor + TWO_PI / 3);
  let b = 128 + 127 * sin(shirtcolor + 2 * TWO_PI / 3);
  shirtcolor += 0.03;

  // background
  background(178, 237, 232);

  fill(0);
  strokeWeight(1);
  text(`${mouseX}, ${mouseY}`, 20, 20);

  // draw and move clouds
  for (let c of clouds) {
    drawCloud(c.x, c.y, c.s);
    c.x += 1;
    c.y += sin(shirtcolor)
    if (c.x > width+25) c.x = -50;
  }

  // hair
  fill(0);
  noStroke();
  rect(210, 50, 180, 80);
  circle(220, 60, 30);
  circle(220, 80, 30);
  circle(220, 100, 30);
  circle(220, 120, 30);
  circle(240, 50, 30);
  circle(260, 50, 30);
  circle(280, 50, 30);
  circle(300, 50, 30);
  circle(320, 50, 30);
  circle(340, 50, 30);
  circle(360, 50, 30);
  circle(380, 60, 30);
  circle(380, 80, 30);
  circle(380, 100, 30);
  circle(380, 120, 30);

  // face
  noStroke();
  fill(223, 170, 139);
  ellipse(300, 150, 175, 200);

  // hair over face
  fill(0);
  rect(236, 50, 125, 20);

  // jaw and neck
  noStroke();
  fill(223, 170, 139);
  quad(224, 200, 377, 200, 340, 250, 260, 250);
  rect(260, 250, 80, 40);

  // shirt
  noStroke();
  fill(r, g, b);
  rect(200, 290, 200, 250);

  // eyebrows
  fill(0);
  stroke(0);
  noFill();
  strokeWeight(10);
  arc(265, 100, 25, 7, PI, -0.2);
  arc(332, 100, 25, 7, PI, -0.2);

  // eyes and pupils
  stroke(223, 170, 139);
  strokeWeight(2);
  if (!blinking) {
    fill(255);
    ellipse(260, 125, 50, 40);
    ellipse(335, 125, 50, 40);
    noStroke();
    fill(0);
    circle(260, 125, 15);
    circle(335, 125, 15);
  }

  // nose
  stroke(194, 132, 103);
  noFill();
  line(297.5, 150, 295, 170);
  line(302.5, 150, 305, 170);
  arc(305, 170, 10, 10, -0.5, PI / 2);
  arc(295, 170, 10, 10, PI / 2, PI + 0.5);

  // mouth
  fill(180, 13, 61);
  noStroke();
  arc(300, 200, 50, 50, 0, PI);

  // glasses
  stroke(0);
  noFill();
  ellipse(260, 125, 40, 30);
  ellipse(335, 125, 40, 30);
  line(275, 115, 320, 115);
  line(355, 125, 385, 130);
  line(240, 125, 210, 130);

  // ears
  stroke(194, 132, 103);
  fill(194, 132, 103);
  arc(385, 145, 30, 30, -PI / 2, PI / 2);
  arc(214, 145, 30, 30, PI / 2, -PI / 2);
}

function drawCloud(x, y, s = 1) {
  stroke(255);
  strokeWeight(1);
  fill(255);
  ellipse(x, y, 50 * s, 24 * s);
}

 

 

Reflection:

I am not a very artistic person so honestly I did not know how this would go, I did not know how I’d draw myself using just 2D shapes, and to be honest I did struggle, especially with the hair, however I am pretty happy with how it turned out, in the future I am hoping to be able to make more realistic animations, for example for the blinking animation maybe the animation of the eye slowly closing up and opening up would be a cool thing to experiment with and add. Maybe also a scene where my character is doing some sort of activity! I love wall climbing so something where my character is climbing would be cool to do in the future.