Piter Pasma @piterpasma.nl · 12/09/2026you want to contact her?? because I shared a video of a person giving a talk at a conference? is that a common thing for you to do? you're being a creep. damn now I understand even better why they disabled comments 101
Piter Pasma @piterpasma.nl · 11/09/2026only part way digesting this video, wanna share it, it's really interesting www.youtube.com/watch?v=0-6-... also talks about topics not really to do with AI (the part I watched so far hasn't gotten to AI yet), like inclusivity in programming language design -- very thought inducingyoutube.comAI made me doubt everything about programming by Felienne Hermans - DDD Europe 2026YouTube video by Domain-Driven Design Europe 571
Piter Pasma @piterpasma.nl · 06/09/2026maybe it was a bad idea in the first place to let mathematicians name anything and we need a new field for naming stuff in mathematics we could call it co-mathematics 060
Piter Pasma @piterpasma.nl · 06/09/2026There are many different 8-bit gray codes possible, this one is generated from the canonical gray code formula `N xor (N << 1)`, and permuting the bits by [0,4,2,5,1,6,3,7], in order to make it more rhythmically pleasing. 010
Piter Pasma @piterpasma.nl · 06/09/2026Each of these patterns is played twice before moving on to the next. The full cycle is played exactly once. youtube.com/watch?v=wL2J... The algorithm is visualized in the video.youtube.comGreyhat -- MINIMAL TECHNO 128 BPM GREY CODE RHYTHMSYouTube video by ME TA DA AT 120
Piter Pasma @piterpasma.nl · 06/09/2026Greyhat -- MINIMAL #TECHNO 128 BPM GREY CODE RHYTHMS Experiment with #generative hihat rhythms. An 8-bit binary gray code is a sequence of all 256 possible 8-bit patterns, ordered such that each subsequent pattern changes by flipping exactly 1 bit of the previous pattern. 1101
Piter Pasma @piterpasma.nl · 25/08/2026Also the donuts are hollow, with a thickness and a surface on both outside and inside, and the stacks are a bit glooped together. I used a similar technique (different base shapes) to generate the shapes for my project IMPOSSIBLE SENTINELS: bsky.app/profile/pite... piterpasma.nl/impossible-s...piterpasma.nlIMPOSSIBLE SENTINELS 120
Piter Pasma @piterpasma.nl · 25/08/2026So imagine you have a stack of two (fat) donuts, with random 3D rotation. Imagine another random stack of two donuts, in the same spot so they intersect. Shapes overlap, surfaces intersect forming a web of lines. These lines are inflated to form weird "pipes". 120
Piter Pasma @piterpasma.nl · 24/07/2026curiously, those colour fringes are some of the wilder compression artifacts I've seen :D they're not not present at all in the original video clip 151
Piter Pasma @piterpasma.nl · 24/07/2026Now with CRT shader ^_^ made with about 15KB of hand written 100% artisanal code #genartclub 1171
Piter Pasma @piterpasma.nl · 23/07/2026I'm not entirely set on the movement though. But having access to the SDF makes avoiding obstacles and doing collision detection a breeze (it also helps having a spherical protagonist). 020
Piter Pasma @piterpasma.nl · 23/07/2026it can actually "jump" through a wall, if you try hard enough but it feels quite natural, and just like making hitboxes of bonuses larger and enemies smaller, it may make the game easier, but you can always add difficulty in another way 100
Piter Pasma @piterpasma.nl · 23/07/2026meanwhile the camera is set to sort of follow the character at a distance, slowly turn with the character's up-vector, and try to stay away from objects by means of the SDF and it's derivative 030
Piter Pasma @piterpasma.nl · 23/07/2026it's a lot simpler than that but it looks cooler cause of the bouncing ;-) when you click it raymarches and finds the surface you click on. each frame the char's position is 1) lerped towards that spot (yeah it just floats) and 2) pulled towards the (nearest) surface via the derivative of the SDF 230
Piter Pasma @piterpasma.nl · 23/07/2026Adventures in SDF land 100% artisanal code, SDF that compiles to both GLSL and Javascript, no physics, bouncy fun #genartclub 2555
Reposted by Piter PasmaJon Marshall @omsweetom.bsky.social · 18/07/2026GM w/ "Gonzion 11" by @piterpasma.nl Share #art, support artists, sustain culture #ArtWins 💗 🎨📸 👨💻🎶 #DigitalArt 011
Piter Pasma @piterpasma.nl · 24/05/2026two people of sound mind entered the nameless gallery under the brooding hot autumn city heat, up the endless stairs into the choking room, they gazed upon the painting, one whispered to the other "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn ..." #generative #genartclub 040
Piter Pasma @piterpasma.nl · 22/05/2026I did some tests and the matrices have a MSE of around 6e-5 and 3e-5 respectively, on a per matrix-element level, but I think actually when used in transforms, the ultimate error is lower, because a lot of numbers are combined and errors cancel out maybe. 010
Piter Pasma @piterpasma.nl · 22/05/2026const mat3 m0=mat3(65,26,14,65,-7,-4,65,-6,-84)/65., m2=mat3(31,40,4,16,51,8,7,21,47)/75., m1=inverse(m2),m3=inverse(m0); vec3 lrgb2klab(vec3 lrgb){return pow(lrgb*m2,1./vec3(3))*m3;} vec3 klab2lrgb(vec3 klab){return pow(klab*m0,vec3(3))*m1;} 110
Piter Pasma @piterpasma.nl · 22/05/2026Do you like oklab, but dislike numbers? Introducing: klab -- it's shorter than oklab #generative #genartclub #codegolf #glsl 1235
Piter Pasma @piterpasma.nl · 07/05/2026if the auxilliary Riemann hypothesis is true, this explains the distribution of puns among the prime numbers #generative #genartclub 040
Piter Pasma @piterpasma.nl · 17/04/2026More experiments with straight lines 30x30cm black ballpoint on heavy bristol paper #generative #genartclub #plotter 1110
Piter Pasma @piterpasma.nl · 16/04/202614 hours done, 8 more to go black ballpoint on heavy Bristol paper 30x30cm #generative #plotter 050
Piter Pasma @piterpasma.nl · 16/04/202614 hours done, 8 more to go black ballpoint on heavy Bristol paper 30x30cm #generative #plotter 010
Reposted by Piter Pasmaella @ellah.bsky.social · 15/04/2026I've been working on a new shader language called "easl". The goal is to bring the conveniences you'd expect from a high-level language to the GPU. It's still got some rough edges, but if you're into shaders or creative coding you should check it out! More info in the thread 👇 1168