[eu-gene] Suggestions for Foundations of Generative Art resource

Philip Galanter list at philipgalanter.com
Tue Mar 28 04:07:07 BST 2006


I've thought a lot about code examples.  Processing is really high on  
the list for that.

One problem is that for many things the kernal of what you are trying  
to demonstrate can bloat by a factor of 10 or more if you try and  
embed it in a real nicely done running program due to all manner of  
various "boring" support routines.  e.g. GUi stuff.

For some things, some times, pseudo-code makes for better pedagogy.

But yes...toy examples are a good idea.

For maths (here in the States we only have one!) I'm thinking of a  
sort of appendix.  I'm not exactly a math whiz, but when I taught my  
Gen Art class I was surprised at how much help students required with  
this.  (And just for the record the program I taught in had students  
from all over the world).

thanks!  Phil


On Mar 27, 2006, at 3:59 AM, rob at robmyers.org wrote:

> Quoting Philip Galanter <list at philipgalanter.com>:
>
>> Meanwhile please tell me what kind of resource you wish had been   
>> available when you first started working with or thinking about   
>> generative art.  Or, if you teach, what kind of resource you  
>> think  your students need.  Feel free to respond via e-mail or here.
>
> My personal two would be:
>
> Toy implementations of classic graphics in a well known language.  
> So CAs. Life,
> IK, and so on in Processing (for example).
>
> Simple and non-intimidating maths stuff.
>
> - Rob.
>
>
> -- 
> 'Douglas Hofstadter believes he is a strange loop, and who am I to  
> disagree?'
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