playful fractal flames, GPU accelerated

Overview

JWildfire Swan - playful fractal flames, GPU accelerated

Example

This is an experimental project and work in progress.

Project goals

The basic idea is to use standard Web-technologies to create an application which allows playful access to the fascinating world of fractal flames, without barriers. So is shall be simple to use and require no certain hardware or operating system.

It is a clear side-project (rather than a replacement) to JWildfire and will never have such a lot of features (by design). So it is more a game than a professional application, even you will be able to create real art with it.

There shall be no special GPU mode, so GPU (when available) is used per default.

Example

Technical details

The user-interface is made use Vaadin Fusion. The app will be executed using the electron-framework, which means it runs on all major platforms and uses internally a Chromium-browser. The flame-code will be implemented using TypeScript and WebGL.

Some concepts, especially the WebGL buffer setup, are inspired by https://github.com/richardassar/ElectricSheep_WebGL by Richard Assar.

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Comments
  • Integration of JWildfireSwan as a library?

    Integration of JWildfireSwan as a library?

    Hi Andreas, I recently reached out to you on FB, jWildfire is amazing and this webGL version as well! Congrats.

    I'm very active in the Cables.gl community and would love to port the flame renderer as a node or series of nodes in this visual environment. I think it would be awesome to mix it with generative music, texture, 3D, data and other Cables goodies.

    Is there a way to separate the rendering from the display/UI and expose the API in a library? What do you think of this?

    Thanks

    opened by kikohs 2
Owner
Andreas Maschke
Andreas Maschke
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