CREATIVE SYSTEMS
Small simulations that make an algorithm visible enough to question, tune, and play with.
An editorial second life for early creative-computing experiments. Each note pairs the original implementation with a purpose-built interactive explanation, a source-aware retrospective, and a concrete path for future revision.
THE FIRST EDITION.
How pheromone trails make an ant colony simulation come alive
An interactive ant colony simulation where local steering, pheromone trails, evaporation, obstacles, and recovery turn lucky discoveries into shared paths.
Boids flocking: three local rules and one convincing flock
An interactive boids flocking algorithm built from separation, alignment, cohesion, and quadtree spatial indexing for larger responsive flocks.
Quadtree spatial indexing: ask the quadrant before every point
An interactive guide to quadtree spatial indexing, recursive partitioning, broad-phase candidate retrieval, and exact neighbor queries.
Neuroevolution for a self-driving car: learning happens between runs
An interactive self-driving car simulation using ray sensors, a threshold neural network, neuroevolution, diverse populations, and an editable fitness function.
GOAP game AI: nobody told the blacksmith to wait
A Goal-Oriented Action Planning (GOAP) game AI simulation where autonomous characters search for plans, share resources, and replan when the town changes.