This looks really great. I have to download it and the last piece you posted last and check it out. This perlin noise stuff looks really useful. Maybe this could be a tutorial in the wiki. I would definitely enjoy that.
I tried to remake that particle emitter over here http://www.flight404.com/blog/?p=113 using the perlin noise from your project but I didn’t even come close. The particles don’t behave like they are supposed to and when I try to render trails the images disappear. Also very frequently the app crashes complaining of a problem at perlin::perlin_noise_2D(vec); It is a total failure as of now. Maybe it’s because I have never even seen processing before. If you have the time to help me figure it out it’s right here:
Oh to get it to work I had to add this bit of code to ofxVec3f:
/**
* Interpolates the vector towards the given target vector, using linear
* interpolation
*
* @param vec
* target vector
* @param f
* interpolation factor (should be in the range 0..1)
*/
ofxVec3f& interpolated(const ofxVec3f& vec, float f) {
x += (vec.x - x) * f;
y += (vec.y - y) * f;
z += (vec.z - z) * f;
return * this;
}
i tried looking at that code but there’s just so much in there i dont understand i wasn’t able to make it work.
when i was looking at the source initially i just tried to understand how he got the values from the perlin into controling the particles (it was just the stuff in the getRads() function).
so instead i made an ugly perlin particles application with some coments. its not as good as that source and a lot uglier, but for the purpose of understanding how to control the particles with perlin noise it should be clearer