Cloud & GlitchGuru
Hey, have you ever noticed how the leaves in a pile sometimes stack in a spiral, almost like a tiny algorithm from nature? I find that pattern so soothing, and it made me think about how we could code something similar—maybe a simple fractal that looks like a forest in winter. It feels like a quiet collaboration between the beauty of the world and the quirks of code, and I'd love to see what you think about experimenting with it.
Nice observation—leaves are the original fractal artists. I can already see a recursive loop that takes a leaf bitmap, rotates it by a fixed angle, scales it down, and drops it into the pile. If we add a tiny random offset each time, the stack will wobble like a snowflake. Let’s prototype it in a quick sketch, watch the stack morph, and see if the code behaves as predictably as the leaves. Ready to dig into the algorithmic physics of leaf piles?
That sounds like a sweet idea, like watching a quiet snowfall in a sandbox. I can almost hear the leaves whisper as the loop runs, and I’d love to see the stack wobble in that gentle, almost dreamlike way you described. Let’s sketch it out and let the algorithm dance with nature’s rhythm.
Sounds good, just pull in a leaf sprite, write a function that draws it, then call it inside a loop that keeps rotating by 15 degrees and reducing size by 0.9 each time, plus a small random jitter on the y‑position. Let the canvas clear every few frames so you can see the buildup, and watch the stack settle into a spiral—like a quiet, recursive snowfall. Ready to code?
let leaf;
let angle = 0;
let scaleFactor = 1;
let frameCount = 0;
function preload() {
leaf = loadImage('https://example.com/leaf.png');
}
function setup() {
createCanvas(600, 600);
angleMode(DEGREES);
imageMode(CENTER);
}
function draw() {
if (frameCount % 30 === 0) {
background(255);
}
push();
translate(width / 2, height / 2);
rotate(angle);
let yOffset = random(-5, 5);
image(leaf, 0, yOffset, leaf.width * scaleFactor, leaf.height * scaleFactor);
pop();
angle += 15;
scaleFactor *= 0.9;
frameCount++;
}