comments (10)

  • Still one of the most satisfying debug UIs I ever came up with.

    https://akkartik.name/post/2023-11-04-devlog

    akkartik

  • Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.

    kleiba2

  • jacobolus

  • Never found a way to do this per-pixel in a shader, Bridson's needs the active list. Ended up hashing cells and jittering inside them instead.

    PiXeL161616

  • Off-topic but I quite like another post about relationships on this site: https://stripeacross.com/posts/no-bf-22/

    mi_lk

  • > Consider when the algorithm places a point p and then samples its annulus to get a new point q.

    I was confused for a while thinking p and q were swapped here, relative to the visualization below. [0] However I now think what I missed is that that the visualization is showing two points that are already firmly-established, and the question is where a potential third (unseen, unnamed) point could be placed.

    So metaphorically speaking, it's about picking a new direction of travel that isn't guaranteed to be into your own recent footsteps.

    [0] You might say I have problems minding my p's and q's.

    Terr_

  • I love these kinds of problems, because they try to produce what humans perceive as random instead of something truly random. Another great example of this is blue noise

    hingler36

  • Oh, that’s rather a different sort of disk sampling than I imagined.

    jonstewart

  • I'm wondering if it can be used as a low-discrepancy sequence

    addag

  • I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?

    WithinReason