Code

//yay! moon rover...
float p1=0;
float p2=0;
void setup(){
  size(400,400);
  background(255);
  smooth();
}
void draw(){
  background(0);
  float stars = max(1,0);
  float land1 = max(1,350);
  float land2 = max(1,200);
  stroke(255);
  pushMatrix();
  for(int i=0;i<width;i++){
    strokeWeight(1);  
    float n=noise((i + millis()/300)/ stars);
    point(i,n*height);
  }
  popMatrix();
  for(int i=0;i<width;i++){
    strokeWeight(1);  
    float n=noise((i + millis()/10)/ land1);
    float n2=noise((i + millis()/50)/ land2);
    stroke(50,50,50);
    line(i,400,i,n2*height);
    stroke(100,100,100);
    line(i,400,i,n*height);
    stroke(255);
    if(i==190){
      p1=n*height;
    }else
    if(i==210){
      p2=n*height;
    }
  }
   strokeWeight(10);
   point(190,p1-5);
   point(210,p2-5);
   strokeWeight(7);
   stroke(150,0,255);
   quad(185,p1-13,215,p2-13,185,p1-13,215,p2-13);
   strokeWeight(4);
   line(190,p1-13,190,p1-5);
   line(210,p2-13,210,p2-5);
}

030 -- A Generative Landscape: Due 10/11

Statement:Create a program which presents an ever-changing (generative) landscape. Populate your landscape with features that are suitable for your concept: perhaps trees, buildings, people, body parts, etc.

The landscape should move past the 'camera', but you can elect the manner by which it does so; for example, it might appear to scroll by (as if you were looking out the window of a train); or approach from a first-person point of view (as if you were driving), or slide underneath (as if you were looking out of a glass-bottomed airplane).

Give consideration to the depth of variation in your landscape: after how much time does your landscape become predictable? How could you extend this inevitability as much as possible? You may need to make a variety of different elements, and continually change how you clump them. Feel free to experiment with 3D, or mixtures of 2D & 3D.

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