In this project, the curves appear thin, elegant, and well-ordered. And it was done in Processing, but still…
However, when I try to recreate a similar effect using Physarealm or Culebra , I end up with a chaotic, tangled, and overly dense structure. As a result, it’s difficult to control the process and achieve the desired outcome.
What methods or plugins can help generate clean, directional flows without excessive chaos? Is it possible to achieve this in Anemone without diving into C#? I do plan to explore C# or Python in the future for simulating growth and controlling agent behavior, but I’m not at that stage yet.
I know this thread has been discussed before, but I’d really appreciate any advice or examples! Agent trails Physarealm.gh (1.2 MB)
Wow, this is amazing! What a treasure trove of knowledge and resources!
It covers everything—from object-oriented programming fundamentals to code from thesis sessions and workshops. Truly an incredible find! @ale2x72 huge thanks for sharing this - deeply appreciated!
Could you please conclude the thread with a traditional moral and choose an illustration on the topic - maybe something with wild bees or ant and termite colonies?