← Back to all work
Creative Coder & Algorithm Designer • 2025 -- 2026 ACTIVE

Algorithmic Explorations: Generative Processing Sketches

A suite of custom computational simulations and generative sketches built in Processing (Java), spanning celestial mechanics, genetic cellular automata, relativistic optical warping, genetic path-finding boids, and brutalist architecture.

Processing Code on GitHub ↗
Technologies & Frameworks
ProcessingJavaComputational PhysicsGLSLGenetic AlgorithmsCellular AutomataQuaternion Math
Key System Outcomes
✓ N-body orbital integrator✓ Genetic Conway automata✓ Poincaré gravitational lensing✓ Procedural L-system plant growth✓ Aesthetic

Overview

A collection of algorithmic experiments and computational physics simulations developed in Processing (Java). These sketches explore complex dynamical systems, self-organizing automata, non-Euclidean optics, and procedural architectural generation.


1. N-Body Orbital Physics Visualizer (n_body)

  • Implemented real-time gravitational interaction algorithms for arbitrary multi-body mass systems.
  • Barnes-Hut algorithm for reduced computation load.
  • Integrated symplectic numerical solvers with dynamic trail fading and barycenter tracking.
  • Used as a backdrop for creative fireside chats

2. Gravitational Lensing & Relativistic Ray Marching (grav_lensing / line_of_sight_poincare)

  • Simulated light ray curvature around massive gravitational point sources using optical metric tensors.
  • Rendered Einstein rings, Poincare disk conformal projections, and dynamic geodesic warping in real time.
  • An interpretative critique of the asymmetric exchange between humanity and artificial intelligence, exploring visual representations of consumption, adoption, and assimilation.
  • Exhibited in the Nature of Code gallery show with procedural multi-scale visual textures and real-time canvas rendering.

4. Botanical Morphogenesis & Plant Growth (plant_growth / fractal_tree)

  • Quaternion based rotations and L systems control thousands of boids as they travel to a target pixel to form an image.

6. Cathode Ray Visualizer (cathode_ray_tranny)

  • Recreated vintage CRT phosphor decay, raster scanline beam deflection, and analog noise artifacts using quaternion rotation math and custom color matrices.

7. Control Architecture Simulation (ControlArchitecture)

  • A modular procedural engine modeling brutalist architectural growth. Inspired by the shifting concrete architecture of The Oldest House in the video game Control.
← Back to all work Discuss this project →