Noise Loop
// Fun with Noise Loop - Jim Bumgardner
//
// This demonstrates an interesting way of producing a particle system without the need to store
// separate objects for each particle.
float frequency = .001;
float noiseInterval = PI; // Using an irrational number like PI (as opposed to an integer) prevents obvious pulsing
// Due to noise's grid-like structure. To see what I mean, try using a value of 2,
// instead of PI.
void setup()
{
size(500,500);
smooth();
background( 0 );
noStroke();
fill(#ffffff);
colorMode(HSB, 1);
}
void draw()
{
colorMode(RGB, 256);
fill( 0,0,0, 10 );
rect(0,0,width,height);
noStroke();
colorMode(HSB, 1);
for (int i = 0; i < 300; ++i) {
float x = map(noise(i*noiseInterval + frameCount * frequency),0,1,0,width);
float y = map(noise(i*noiseInterval+1 + frameCount * frequency),0,1,0,height);
fill(i/1000.0,.5,1);
ellipse(x,y,5,5);
}
}