Today, I am in the process of finishing my 6th and final book in the Silver Squirrel series, which can be found here. http://www.pdhowler.com/Silver.htm
Also get my most recent book, Silver Squirrel and the Princedom of the Hill
Dan Ritchie's Howler blog
Monday, August 6, 2018
Today, I've completed my 4th book in my Silver Squirrel series. They can be seen here.
http://squirreldome.com/Silver.htm
http://squirreldome.com/Silver.htm
Monday, July 2, 2018
Summer 2018 summer splash II
We just got a new release out called Summer Splash II
or you might also call it Howler 11.3
Either way, we've got some new performance improvements out. The adjustable gradient tools is much, much more interactive. There are also some other nice cosmetic and usability improvements. Layer modes now get a realtime preview as you select them.
We continue to work under the hood in Howler 11. The API that we use to make Howler is much more advanced than it was 2 years ago. It's practically an all new program.
You can see that we've added a new scripting engine, and it exposes a lot of our new API.
http://squirreldome.com/API_And_Scripting.htm
Puppy Ray for GPU recently gained physically plausible global illumination lighting. Here are a few examples of that in action.
or you might also call it Howler 11.3
Either way, we've got some new performance improvements out. The adjustable gradient tools is much, much more interactive. There are also some other nice cosmetic and usability improvements. Layer modes now get a realtime preview as you select them.
We continue to work under the hood in Howler 11. The API that we use to make Howler is much more advanced than it was 2 years ago. It's practically an all new program.
You can see that we've added a new scripting engine, and it exposes a lot of our new API.
http://squirreldome.com/API_And_Scripting.htm
Puppy Ray for GPU recently gained physically plausible global illumination lighting. Here are a few examples of that in action.
Wednesday, June 14, 2017
Lsystems
This week, we are releasing a new Lsystem filter for Howler.
Lsysems are a grammer for creating recursive fractal like structures. These can include trees and shrubs, or geo-physical forms, like the Sierpinski triangle.
We use a turtle drawing function with a simple syntax. Everything that is not a command is a variable. These are the commands
F or G, draw forward.
+ and -, rotate left or right
[ and ], push and pop matrix. In other words, save or recall the current transformation.
Variables
In every iteration, a variable will be replaced with another string. This string can be more complex than the original
We start with an initial command string, called an axiom, like this:
F[+X]
X is a variable. In each iteration, we replace "X" with another command string, like:
X=F[-F]+X
Since the variable also contains a variable, it will also be replaced in each iteration. The results can quickly grow very complex.
See more about Lsystems for Howler here.
http://thebest3d.com/L-system/index.html
We are also experimenting with new watercolor media for a future update.
Lsysems are a grammer for creating recursive fractal like structures. These can include trees and shrubs, or geo-physical forms, like the Sierpinski triangle.
We use a turtle drawing function with a simple syntax. Everything that is not a command is a variable. These are the commands
F or G, draw forward.
+ and -, rotate left or right
[ and ], push and pop matrix. In other words, save or recall the current transformation.
Variables
In every iteration, a variable will be replaced with another string. This string can be more complex than the original
We start with an initial command string, called an axiom, like this:
F[+X]
X is a variable. In each iteration, we replace "X" with another command string, like:
X=F[-F]+X
Since the variable also contains a variable, it will also be replaced in each iteration. The results can quickly grow very complex.
See more about Lsystems for Howler here.
http://thebest3d.com/L-system/index.html
We are also experimenting with new watercolor media for a future update.
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