We closed this forum 18 June 2010. It has served us well since 2005 as the ALPHA forum did before it from 2002 to 2005. New discussions are ongoing at the new URL http://forum.processing.org. You'll need to sign up and get a new user account. We're sorry about that inconvenience, but we think it's better in the long run. The content on this forum will remain online.
IndexDiscussionExhibition › design optimization: ribonkit prototype 2
Page Index Toggle Pages: 1
design optimization: ribonkit prototype 2 (Read 571 times)
design optimization: ribonkit prototype 2
Jan 9th, 2010, 12:01pm
 
The second prototype of ribonkit is up. From my blog:

"ribonkit can be thought of as an experiment that attempts an interpretation of abstract networks of relationships and swarm behavior, to potentially corresponding materials organizations.

In ribonkit, agents spawn near predefined points (nodes) with another given node as a destination. Agents are being attracted to the destination, but are also attracted or repelled by other nearby agents. The result of this swarm behavior is that, depending on the proximity of others, an agent may choose not the shortest route to it's destination, but one that is commonly agreed upon with other agents.

In this way, a path is created that recursively evolves as agent concentration patterns and objectives change because of it's spatial configuration.

Apart from being abstract curves in space, the traces of each agent's travel can be thought of as indications of a physical object's material concentrations in space. In this sense, the agent's "socially-enabled" goal seeking can be interpreted as a form of "economy" of material usage: In an object with linear elements, coinciding paths of agents do not count multiple times towards the total length of the object's elements."

http://prototy.blogspot.com/
http://www.vimeo.com/8627414
http://xconst.freeshell.org/applets/ribonkit/
Page Index Toggle Pages: 1