Notes from the workshop.
Train noise
perlin noiseDisco noise
perlin noiseBezier curves
perlin noisePerling noise
Perlin noise creates smooth randomness. Unlike random(), nearby inputs produce nearby values, making it useful for natural-looking shapes and motion. We’ll start with 1D noise to create smooth curves, then see how octaves and persistence add detail, and finally extend noise into 2D maps for terrain, clouds, flow fields, and more.
perlin noiseGreat source for play with canvas
youtube.compattvira's playlists — creative-coding canvas work, well explained
colors again
Playing with shadersshapes
Playing with shaders- FS
Fence syntax bench
Draft test bench for the unified fence grammar: f= names, run / run=name, update-lines, and override persistence. Not for publishing.
What's new when you write here
A short tour of the writing tools that landed this week: replay a demo with a one-line diff, a five-state visibility menu instead of a draft checkbox, take the raw markdown with you, and series that carry themselves forward.
- GF
glsl functions
glsl contain nice built-in function that we explor now
Playing with shaders hello shaders
Starthing with webgl2 in the web
Playing with shadersStarted building the portfolio from scratch. Interesting how a well-designed token system saves hours down the line.







