Simple plasma effect

Showcase your libraries, tools and other projects that help your fellow love users.
Post Reply
stripwax
Prole
Posts: 39
Joined: Sun Jul 31, 2011 1:16 pm

Simple plasma effect

Post by stripwax »

Just an implementation of the plasma fractal. Works with non-power-of-two dimensions, although end results can look grainy. Feel free to play / use.
Attachments
plasma.love
(1.06 KiB) Downloaded 492 times
User avatar
retrotails
Party member
Posts: 212
Joined: Wed Apr 18, 2012 12:37 am

Re: Simple plasma effect

Post by retrotails »

I have no idea how that works, but it's awesome. Can I use it in my game?
blenderer
Prole
Posts: 16
Joined: Fri Feb 12, 2010 1:19 am

Re: Simple plasma effect

Post by blenderer »

What is this, I don't even.

No, but really- this is pretty sweet. Where did you get the idea from?
mlepage
Prole
Posts: 10
Joined: Sat Jun 30, 2012 9:26 pm

Re: Simple plasma effect

Post by mlepage »

Nice!

Is that using recursive subdivision? I have some Lua code that does that, using diamond-square algorithm, see here: https://github.com/mlepage/heightmap
dupko
Prole
Posts: 1
Joined: Thu Jul 19, 2012 11:22 am

Re: Simple plasma effect

Post by dupko »

mlepage wrote:Nice!

Is that using recursive subdivision? I have some Lua code that does that, using diamond-square algorithm, see here: https://github.com/mlepage/heightmap
Thanks,i have been looking for this since some time.
stripwax
Prole
Posts: 39
Joined: Sun Jul 31, 2011 1:16 pm

Re: Simple plasma effect

Post by stripwax »

retrotails wrote:I have no idea how that works, but it's awesome. Can I use it in my game?
Yep, sure, go for it!
stripwax
Prole
Posts: 39
Joined: Sun Jul 31, 2011 1:16 pm

Re: Simple plasma effect

Post by stripwax »

mlepage wrote:Nice!

Is that using recursive subdivision? I have some Lua code that does that, using diamond-square algorithm, see here: https://github.com/mlepage/heightmap
Yep, it is recursive subdivision, not precisely the standard algorithm but more or less the same. I'll take a look at yours too, probably very similar though.

EDIT - yours is probably better; I don't use a power-of-two map (and throw away pieces I don't need), instead I try and work around the non-power-of-two-ness in the recursion itself, which makes my algo more complex (and probably slower than it needs to be) and gives it funny granular artifacts for certain input sizes. Yours is guaranteed to not display such artifacts (at the expense of additional throwaway computation)
Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests