Assignment 3: Yash

Project Title: Window Pane Serenity

Concept

The concept for this project is grounded in the feeling of solitude and comfort sitting beside a window wall in a dimly lit room, watching a storm pass over a city at night. I wanted to capture the specific physical behavior of water on glass: how it sticks, slides, and merges.

Connecting this to the assignment task, I treated the raindrops as the primary movers. Instead of standard “bouncing balls,” these bodies obey a specific set of forces:

  • Gravity: The constant downward acceleration.

  • Turbulence: I utilized Perlin noise to simulate wind, pushing the drops slightly sideways to create organic, non-linear paths.

  • Attraction/Cohesion: The “attractor” element is implemented through the surface tension of water. When drops touch, they attract and merge into larger bodies.

  • Friction: This acts as a resisting force; drops below a certain mass (MIN_MASS_TO_SLIDE) are held in place by friction against the glass until they merge with another drop and become heavy enough to slide.

Visual Demo

Project Walkthrough:

Interactive Sketch:

Code Highlight

I am particularly proud of the drop merging logic. Implementing this was tricky because it required checking every drop against every other drop without crashing the performance. I also had to calculate the new size based on the combined area of the two circles to maintain realistic conservation of volume.

Additionally, managing the array was difficult here; I had to iterate backwards through the array to safely remove the “absorbed” drop without messing up the loop index.

// PHYSICS EFFECT 2: Drops merge when they touch each other
    // We iterate backwards to safely splice items out of the array
    for (let j = drops.length - 1; j >= 0; j--) {
      if (i !== j) { // Don't check a drop against itself
        let other = drops[j];
        let dist = p5.Vector.dist(d.pos, other.pos);
        
        // If drops are overlapping
        if (dist < d.r + other.r) {
          // Combine their areas (preserve total water volume)
          // Area = PI * r^2
          let newArea = (PI * d.r * d.r) + (PI * other.r * other.r);
          d.r = sqrt(newArea / PI); // Calculate new radius
          d.vel.y *= 0.9; // Slow down slightly due to mass increase/friction
          
          // Remove the absorbed drop from the simulation
          drops.splice(j, 1);
          if (j < i) i--; // Adjust index if we removed an item before the current one
        }
      }
    }

Milestones & Challenges

1. Layering the Visuals One of the biggest challenges was creating the “wet trail” effect behind the drops. Initially, I just drew semi-transparent rectangles over the background to fade the trails. However, this darkened the entire window, obscuring the moon and city layer I had drawn.

  • Solution: I implemented a createGraphics layer specifically for the trails. Instead of painting “black” to fade them, I used the erase() function. This allowed me to subtract the trails’ opacity over time, revealing the crisp city background underneath without darkening it.

2. Simulation Physics Getting the “sticky” feel of the rain was a milestone. At first, all drops fell at the same speed. Adding the MIN_MASS_TO_SLIDE logic changed the feel entirely—it allowed small drops to accumulate on the screen (creating a texture) until a larger drop swept them up, which felt much more realistic.

3. Atmospheric Depth I struggled to make the scene feel like a room rather than just a flat drawing. Adding the drawVignette() function with a loop of fading strokes helped create a sense of depth and focus, mimicking the way a human eye or camera lens focuses on the light source.

Reflection & Future Work

I am happy with how the mood translates. The combination of the dark interior colors and the bright drops creates a strong contrast. The physics successfully meet the assignment requirements by using turbulence and attraction to generate a constantly evolving design.

For future improvements:

  • Interaction: I would like to add a mouse interaction where the user can “wipe” the fog off the glass with their cursor.

  • Sound: Adding a rain loop and distant thunder would make the experience fully immersive.

  • Lighting: Currently, the drops are lit statically. It would be interesting if the drops refracted the light from the moon or the city below based on their position.

Assignment 2 : Yash

Code Production: The Physics of the Chase

Concept & Inspiration

For this assignment, I was tasked with finding an example of movement in nature and simulating it using code. I started by looking at how birds move in flocks. There is a specific fluidity to how they accelerate and glide that feels very different from mechanical movement.

I found this video of birds in flight which served as my primary visual reference:

https://www.youtube.com/watch?v=SCX946jtKXw

The Pivot

While watching the video, I realized that we almost always observe birds from the ground looking up. I wondered: How do birds see each other?

I decided to shift the perspective. Instead of a human watching a bird, I wanted to create a First-Person Flyer (FPF) experience. The concept became a “Bird Chase Simulation,” where the user plays as a predator bird (or perhaps a playful friend bird) trying to catch up to a leading bird.

My goal was to give the movement “personality” not just through the way the bird looks, but through how the acceleration feels. High acceleration shouldn’t just mean “go faster”, it should feel energetic and slightly chaotic, changing the bird’s perspective of the world.

Process

Before I could make it look like a bird, I had to make it move like one. The prompt required controlling motion only by manipulating acceleration.

I started with a greyboxing phase.  I created a relationship where the distance between the player and the target wasn’t represented by X/Y coordinates, but by the scale of the target. If you accelerate and get closer, the target gets bigger,if you stop flapping (drag), you fall back, and the target shrinks.

Here is a screen recording of that initial physics test:

 

The Code

The part of the code I am most proud of is the relationship between the Acceleration Input and the Camera Shake.

The prompt asked us to give the movement personality. I achieved this by making the “camera” (the viewport) physically shake when the user pushes the acceleration slider to the max. It simulates the physical exertion of flapping wings hard against the wind. It bridges the gap between the math (acceleration numbers) and the feeling (struggle/speed).

Here is the snippet that handles that logic:

// === PHYSICS SECTION ===
  let accVector = createVector(0, accInput);
  playerVel.add(accVector); 
  
  // === CAMERA SHAKE EFFECT ===
  // Add shake when accelerating hard (makes it feel more dynamic)
  let shakeX = 0;
  let shakeY = 0;
  
  // Only shake if we are putting in significant effort (> 0.05)
  if (accInput > 0.05) {
    // Map the shake intensity to the acceleration input
    let shakeAmt = map(accInput, 0, 0.5, 0.5, 6); 
    shakeX = random(-shakeAmt, shakeAmt);
    shakeY = random(-shakeAmt, shakeAmt);
  }

  // Later, in the drawing section:
  translate(width/2 + shakeX, height/2 + shakeY);

The Simulation

To finalize the piece, I added a circular clipping mask to create a “binocular” or “focus” effect, simulating the bird’s vision. I also added wind lines that react to the player’s speed to create a parallax effect, enhancing the sensation of forward momentum.

Instructions:

  1. Use the slider at the bottom to control your Acceleration (how hard you are flapping).

  2. Try to catch up to the bird in front of you.

  3. Notice how the view shakes and the wind rushes faster as you exert more energy.

Reflection & Future Work

This project was a great exercise in using simple variables (acceleration and scale) to create a 3D illusion. The hardest part was tuning the “drag” or air resistance. If the drag was too high, it felt like flying through soup; too low, and the bird felt like a rocket with no weight.

I’m happy with how the beak breathing animation and the camera shake added life to the static shapes.

For the future: Currently, the movement is linear (forward/backward). I would love to introduce steering, allowing the player to move left and right to chase the target bird as it weaves through the sky. I also think adding a Stamina bar would add a game-like element, forcing the player to choose when to glide and when to sprint.

Yash Raj – Assignment 1

Reading Response on Computational Beauty of Nature

 

I honestly used to think that biology and computer science were totally different worlds but reading the first chapter of The Computational Beauty of Nature really changed my perspective. The reading explains that usually science tries to understand things by breaking them down into tiny pieces like atoms or cells but that does not always tell you how the whole system works. It is super interesting to see that nature is actually a lot like the code we write because it uses simple rules and parallel processing to build complex things like ant colonies or even the human brain.

What really stuck with me is how this idea challenges the way I’ve been trained to think about problems. In computer science, I am used to focusing on algorithms, logic, and efficiency, while in biology I always assumed things were more descriptive and observational. This reading made me realize that both fields are actually asking the same question which is how do simple interactions give rise to complex behavior? Seeing natural systems as computational systems made biology feel much more relatable and even exciting to me, especially because it connects directly to ideas like emergence and self-organization that we also see in simulations and programs.

It changes how i look at the world when i realize that everything from a snowflake to the stock market is just processing information. It makes me wonder if we can actually simulate everything if we just find those basic rules. I wonder will we ever be able to write a program that perfectly copies nature or is there something random in the universe that we can never predict?

Personally, this question keeps bothering me the more I think about it. Part of me feels optimistic, like maybe with enough data, computing power, and better models, we could simulate almost anything. At the same time, I also feel that there might always be some level of unpredictability, whether it comes from randomness, chaos, or limits in our understanding. That uncertainty is what makes this topic so fascinating to me. Instead of seeing nature as something separate from computation, I now see it as the ultimate computational system something that we are still only beginning to understand.

Code Production

Concept

I wanted to make something that feels alive but simple. A leaf sits in the middle and a small caterpillar wanders on it. As it moves it eats away the leaf and the eaten parts turn white. The leaf slowly changes shades of green based on where the caterpillar is and how it moves. New leaves pop up nearby when you click so the scene keeps growing. I imagined the caterpillar as both a painter and a tiny critic of the leaf, leaving a trail that tells the story of its path. The motion mixes a random walker for direction with a gaussian walk for color so the visual change feels organic and a little surprising.

Why this feels right to me

I like the idea of a creature that only moves on a surface and changes that very surface while it moves. It gives a simple rule set but the result looks like a small life form making a mark. The interaction is gentle. A click resets and gives a new canvas so you can explore again. It feels playful and quiet at the same time.

Code highlight I am proud of

The most complex part of this sketch for me was designing the caterpillar movement so that it feels random but still intentional. I did not want it to just jitter around the screen. I wanted it to look like it is exploring the leaf but also aware of its boundaries.

To do this I created a random walker with dynamic probabilities. The caterpillar has two different states depending on where it is on the leaf. When it is close to the edge it is much more likely to turn back toward the center and only rarely continue forward. When it is in a safe area it mostly moves straight but sometimes turns left or right. This balance took time to get right because small changes in probability made the motion feel either too mechanical or too chaotic.

What makes this challenging is that the movement still remains random but it is guided by invisible rules. The caterpillar never explicitly checks for the leaf shape yet it almost always stays on it which makes the motion feel natural rather than scripted.

This logic is what gives the sketch its personality.

// Pick a new random target for the caterpillar to move towards
pickNewTarget() {
  let distanceFromCenter = dist(this.headPos.x, this.headPos.y, width/2, height/2);
  let stepSize = 15;
  let newAngle;

  let randomVal = random(1.0); 

  // If near edge, turn back towards center
  if (distanceFromCenter > 140) {
    let angleToCenter = atan2(height/2 - this.headPos.y, width/2 - this.headPos.x);
    
    if (randomVal < 0.95) {
      // Usually go towards center
      newAngle = angleToCenter + random(-0.5, 0.5); 
    } else {
      // Sometimes keep going
      newAngle = this.currentAngle; 
    }
    
  } else {
    // Normal foraging behavoir in safe zone
    if (randomVal < 0.70) {
      // Go straight most of the time
      newAngle = this.currentAngle + random(-0.3, 0.3);
    } else if (randomVal < 0.85) {
      // Turn left sometimes
      newAngle = this.currentAngle - random(0.5, 1.5);
    } else {
      // Turn right sometimes
      newAngle = this.currentAngle + random(0.5, 1.5);
    }
  }

  this.currentAngle = newAngle;

  // Calculate new target position
  let xStep = cos(newAngle) * stepSize;
  let yStep = sin(newAngle) * stepSize;
  this.target = createVector(this.headPos.x + xStep, this.headPos.y + yStep);
}
Embedded sketch

Reflection and ideas for future work
  1. Add more life like feel by giving the caterpillar inertia and a sense of rest when it eats too much. Maybe make it slow down after a long run.

  2. Try a self avoiding walk so the caterpillar learns to avoid recently visited areas and patterns will become more complex. This could make the eaten shapes more deliberate.

  3. Make the leaf grow back slowly so the scene becomes a cycle of eat and heal. That would make the sketch feel like a small ecosystem.

  4. Link sound to movement so each bite triggers a soft tone and the pitch depends on the distance from the center. Then the piece becomes both visual and sonic.

  5. Let multiple caterpillars share the leaf and give them simple rules for interaction. Sometimes they could follow each other and sometimes they could compete for space.