tyler
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this page is WIP!
Definately send me an email if you're interested in tyler.
Tyler is a little graphics experimentation tool written in java - it
started as a browser applet, but eventually - because browser
permissions became too limiting for its development - graduated to a
java application.
Tyler is basically a little tool for playing with pixels and particles.
For the particles, (which are 2d only at the moment) they can be
emitted, propagated through the frame (duplicated, rotated, scaled and
so-on) using an L-String (much like an L-System), take (or modify)
their colors from their position in the pixel buffer, and be drawn in
various ways using the java AWT primitives.
For the pixels, images may be loaded (in a separate thread and faded
to) and viewed through the buffer in a simple pixel-processing feedback
engine, the main goal of which was to support pixel-automata and
roughly antialiased feedback image warping in the same fast framework
(which unfortunately is still not that fast in java).
The pixel processing engine in tyler is based on a class called
'topology', which handles the neighborhoods, and a class called 'rule',
which handles several dimensional arrays of values (float, integer, and color) that are used in the processing of the topologies to control the feedback behaviour.
Topologies are generated by a generator class called
'topologyGenerator' which runs in a separate thread so that the main
action can continue. 'Topologies' are like a simple stack of
integer-addresses that point (one-dimensionally, like a memory pointer)
to other pixels in the buffer. This means that there is no math to be
done to retrieve a neighbor pixel, you simply jam the integer into an
array lookup and you're there. This mechanism is able to support most
common rectilinear automata neigborhoods, such as the Moore
neighborhood and the Von Neumann neighborhood, as well as
rasterisations of complicated vector fields
videos
buffer grabs
fullscreen grabs