Tuesday, November 21, 2017


Saturday, March 25, 2017

Higgs Field - IO Interactions

The wizard 'Kf' from the Processing community got the shrink-expand action going and we are starting to get a Higgs Field-ish medium. The next step is to have curling motions emerge based on current-rules so structures/knots/particles are formed. To be continued …

(slightly longer version 34 sec.)

Tuesday, January 17, 2017

Particles - Fields Simulator

For Voronoi-pattern networks we can look at two different approaches with similar results:

A. The first one is a solid medium that shrinks and loses volume and where packed matter is converted into particles that can move freely in and out the space that is emerges. Think of the cracks in a soil where water is vaporised, steam is produced, and canals are formed.

B. The second are compressed grains where force chains show up, increase the pressure and these tense grains start to crumble and form smaller particles; or think of a grinder where juices are squeezed out of fruits by compressing them.

In both cases we end up with fields and moving particles in between.

The graph below shows 'heated' fields that expand, overlapping each other and creating regions where solid matter is converted into lose particles; or look the other way around, as regions where fields cools down, retract, and generate empty space for steam to be released.

The lose particles can start line up and form currents, pathways, canals, edges between the fields. The amount of current passing the fields can make the fields shrink or expand; adding or taking away pressure. Condensation vs. Vaporisation.

Some flows will be able to line up and form closed circuits, forming steady formations. In 2D these structures are simple loops; in 3D these loops can form tubes (strings); at a next step these strings form again closed-circuits -> knots.


One way to get this idea working is by using boids and fields. So recently I have developed with the help of The Guru a Particles - Fields Simulator in Processing.

Here is a link to download a Mac OS X version (turn down your security settings)
and/or use the Processing files that are included: 

The cool thing about this method is that it resembles Maxwell's model for:
'A Mechanical dynamical theory of the electromagnetic field'

The next step for this concept is to add a detector that computes a local density field of the particle flow within each field, causing them to shrink or expand accordingly. So the Fields can start to tumble over each other as currents of particle are being pushed around … getting the curling effect that Maxwell mentioned in his work.

A change in field-size due to the flowing currents, will change the 'normally' steady pathways. Steady horizontal paths == are bend into diagonal ones X redirecting flow while cutting it off at some intersections, having some fields shrink rapidly while others can quickly expand.
So the medium with particles and fields is like an elastic 'bouncy' foam.

Tuesday, January 12, 2016


by M.S.

Going for a new approach by using Graphs & Volumes.

Wednesday, September 16, 2015

Particle Simulators in Java Script

Two particle simulators for in your browser, made with Pete Baron:

A. Deflection-Angle Presets:
(Click-drag the area to centre the spiral)

(Note, preferable to use Google Chrome) 

B. With Attraction & Repulsion Forces:

This forces are similar to those of the Lenard-Jones and Morse Potential.

Box Particle Simulator In Unity

Download here the file to run the GasSimulator in Unity:
Developed with Joshua Pearce
Note: You'll need to download Unity to run the editing interface:
Version 4.6.4 was used, All you need is the free license.

To launch the program: Open Project go to tab Project > Scenes > Scene1 (main) > (Click) Open
Press Play at the top:

You can place particles by clicking in the area, or click-drag to give them a direction, or use the R-key to spawn a group of random particles. (Spacebar is for pause and up/down keys for speed)

• Select Hierarchy: Sim
(Note, the tap 'Clear on Play' may have to be selected at Console to activate this)
Go to Inspector :
File_name to give your simulation a name.
You can record a simulation by using Shift-S to start saving the stream. Shift-L will load a saved stream in correspondence to the File_name.
File_framecount shows the number of frames being recorded.
File_framepos the rate of the loaded stream (Shft-L).
(Note, to have it run/record a simulation in the background while using other programs you'll have to go to: Edit -> project settings -> player, then check "run in background" in the inspector window.)
Time Hertz gives the Iteration rate for how precise the collision detection is.
Cfg_Spawn Count let's use the number of particles you randomly spaw by using the R-key.
Cfg_Trail Size to set the tail of the particles.

• Select tab Hierarchy: Sim > Area1
Go to Inspector for adjusting the size of the Area and Boundary reaction.
Once the simulation is running you can check here the the amount of Particles > Size

• Select tab Hierarchy: Types > Type1
Go to Inspector for creating particles:
- Rotation-axis for how they pivot when colliding.
- Cfg_Mirror All Pieces to mirror the boxes -=I=-
- Pieces-Size for the number of boxes out of which a particle is made.
- For each box it is possible to define a Group Number
With the next options it is possible to define how it interacts with other Groups:
No collision / No reaction / Partial reaction (+value)
- Color each box.
- Width * Height of the box.
- Reaction_mul_head & Reaction mul_tail sets the lerp values.
- Reaction_ratelimit sets the deflection speed.
- Reaction_deflection_d sets the angle of deflection when made contact.
- Reaction_displacement gives a jump distance away from the collision point.

-Constant_speed: All the way at the bottom to set the speed.