Recording of the step by step process for making the "trig_masking_flocs" save of the 0.4.1 version. 6 videos for 22 minutes total without sound and without text but with all the bugs and how to escape thems.
This is not a serious projet !! Its a montain of unfinished idee, temporary setups on top of temporary fixs, quick and lazy solution driven by lack of sleep and depression, and be aware that it will surelly stay like that. I dont have the will and the means for fully fixing it. In fact Im surprised it got this far. So, for now, as long as i can keep making it more absurdly complex I will continue!
If you are here for the "art", thank you deeply! You are in the right place. I would love to hear your critics and idee. Please contact me on github. Otherwise, if you want to try making something, thank you dearly, and good luck. I made a series of vids showing the construction process of an exemple for the version 0.4.1 disponible down there. On the next stable i changed the shape of certain blocks used inside the vids so its part obsolete already. And its full of bugs ... Im trying i swear but this damn project keep shapeshifting and thats the best part of it so its not going to change soon.
Q: Okay but roughly, what can i do whit it?
A: there is three simulation systeme : growers makes vines and flowers, flocs are a shitty boids implementation, and solids do physics like friction, gravity, colision... flocs and solid can interact with canvas and draw on it. each of this system got a tons of param to finetune them. secondly there is a set of block to access, display, modify or react to thoses params. by connecting blocks together you can automate things, build your creation environment the way you want, change param that should not be change and crash everything, or make a nice little video to show your friend. who know? just remember that probably half of it will be bugged beyond repair when the next stable version will come.
Learn to let go my friend.
This. Is. Spaghetti.