@chalcedony@octodon.social this one is just a classic z -> z^2+c, but it doesn't use iteration count, it uhh
basically the iteration records how close the orbit gets to zero on each axis and then returns a complex number representing that information, and i turn that number into coordinates from which to sample a texture
this is the texture i used for this image: https://cdn.discordapp.com/attachments/319984213841412096/355213234443386880/transtry2.png
@typhlosion Oh is THAT how that works. I'm actually really embarassed I didn't figure that out even after you showed the gradient you used.
@typhlosion Hi I don't consider myself a coder anymore but I did write myself a mandelbrot renderer on my TI-82.
I copied it from a website but still.
@indi hell yeah, mine was on a TI-83+
also wrote a wolfram cellular automaton and figured out how to make a square and various flower shapes with the polar graph
@typhlosion Hell yeah, I was exploring 2d cellular automata years before ANKoS was published. :D I also did some hopalong and IFS stuff.
@indi i haven't read ANKoS, i just liked CAs
i don't think i ever tried implementing Life, it would have probably taken too long to render each generation for it to feel satisfying
i can tell you i was playing with Golly on my computer around that time though
@typhlosion I mean, I was literally doing the 2D automata by _checking the color of the pixels on the previous line_ so.
@typhlosion I did not know words like screen buffer, this was just the first thing that occurred to me. XD
(Oddly enough I think the higest-speed CA programs now use shaders to do it on the graphics card, don't they. ;))
@indi oh same, using the screen buffer as the memory seemed obvious to me