Functional Textures

From: Frank Buss (fb_at_frank-buss.de)
Date: 03/27/05


Date: Sun, 27 Mar 2005 11:21:57 +0000 (UTC)

I've seen a video presentation on how a 96 kB game was created:

http://spaces.msn.com/members/grammerjack/Blog/cns!1peCHL_zjY_VAAoE21WVgU4Q!117.entry

and I've tried the texture generation in Lisp:

http://www.frank-buss.de/lisp/texture.html

But for the last big pictures with #'olympic-rings it took half an hour
to calculate the image. How can I improve it? I think the funcalls are
too slow, perhaps it can be assembled together with direct function
calls with some macros at compile-time? And the values should be cached,
perhaps with some memoizing concept, because currently too much points
are calculated multiple times when chaining #'blur and #'emboss.

My goal is to adjust the parameters in real-time with an interactive
GUI, like in the editor for the kkriger game:

http://www.theprodukkt.com/werkkzeug1.html

-- 
Frank Buß, fb@frank-buss.de
http://www.frank-buss.de, http://www.it4-systems.de


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