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### Project #25615

Animated

These are Bezier vertices using numbers from sequences made from the Collatz conjecture https://en.wikipedia.org/wiki/Collatz_conjecture

The color of each vertex is defined in the HSL range relative to how large is the sequence compared to the size of the largest sequence found so far in the generation. Because it uses fxrandom() for each new number, the colors should slightly differ during each generation.

The number of generated Bezier vertices is limited between 2 and 60, because a single vertex can leave the whole screen blank, and more than 60 can't be seen in the canvas space. In fact, the whole Bezier curves can't be seen in the canvas space, but this is deliberate and carefully coded for the artistic impression of the specific part that can be seen.

A lot of Collatz sequences were pre calculated using a Python script for the higher Features, but for low number of vertices they are calculated at run time.

The controls are optimized for a QWERTY keyboard:

q w e r

a s d

z x c

You can see what has changed in the Javascript console log.

r: Restart the drawing (it is best to wait until the last drawing has finished, because the code is asynchronous)

The random number multiplier is a factor that affects the size of the integers to search for the Collatz conjecture. The initial value is 60 - the number of Bezier vertices. For 50 Bezier vertices it means the random numbers will be multiplied by 10 at the power of each iteration (1e1, 1e2, 1e3, ... 1e50). The higher the multiplier, the higher is the probability of a larger sequence, and the drawing overall will be more green / blue. Shorter sequences will make the drawing appear more red.

The numbers until 21000 have the sequence pre calculated in the collatz.js file, but numbers larger than that will be calculated at run time.

q: Decrease the random number size in powers of ten

e: Increase the random number size in powers of ten

w: Resets the longest sequence size to zero

The number of Bezier vertices define how crowded the canvas will be. Since the vertices are overlapping others, the highest value of 60 will fill all the screen, making a pattern as if matrix printers are drawing with colored crayons during an earthquake. The lowest value of 2 will show two random recognizable Bezier patterns with different colors.

a: Decrease the number of Bezier curves or vertices

d: Increase the number of Bezier curves or vertices

s: Save the current canvas to PNG format

The animation delay is the number in milliseconds that the async function will timeout until the next vertex is drawn.

EPILETIC TRIGGER WARNING: If there are too few curves and the delay is too fast, you can be affected by the quick changes of the colors. I had two epilepsy events during development when testing low values.

z: Decrease the animation delay in 100ms

c: Increase the animation delay in 100ms

x: Sets the animation delay to 0ms

This token donates a small fraction of royalties to Girls Who Code and the Processing Foundation, which develops the software used to produce this art.

Almost all of the secondary royalties goes to the minter.

The source code is available by AGPLv3 at https://github.com/iuriguilherme/fxhash2

The color of each vertex is defined in the HSL range relative to how large is the sequence compared to the size of the largest sequence found so far in the generation. Because it uses fxrandom() for each new number, the colors should slightly differ during each generation.

The number of generated Bezier vertices is limited between 2 and 60, because a single vertex can leave the whole screen blank, and more than 60 can't be seen in the canvas space. In fact, the whole Bezier curves can't be seen in the canvas space, but this is deliberate and carefully coded for the artistic impression of the specific part that can be seen.

A lot of Collatz sequences were pre calculated using a Python script for the higher Features, but for low number of vertices they are calculated at run time.

The controls are optimized for a QWERTY keyboard:

q w e r

a s d

z x c

You can see what has changed in the Javascript console log.

r: Restart the drawing (it is best to wait until the last drawing has finished, because the code is asynchronous)

The random number multiplier is a factor that affects the size of the integers to search for the Collatz conjecture. The initial value is 60 - the number of Bezier vertices. For 50 Bezier vertices it means the random numbers will be multiplied by 10 at the power of each iteration (1e1, 1e2, 1e3, ... 1e50). The higher the multiplier, the higher is the probability of a larger sequence, and the drawing overall will be more green / blue. Shorter sequences will make the drawing appear more red.

The numbers until 21000 have the sequence pre calculated in the collatz.js file, but numbers larger than that will be calculated at run time.

q: Decrease the random number size in powers of ten

e: Increase the random number size in powers of ten

w: Resets the longest sequence size to zero

The number of Bezier vertices define how crowded the canvas will be. Since the vertices are overlapping others, the highest value of 60 will fill all the screen, making a pattern as if matrix printers are drawing with colored crayons during an earthquake. The lowest value of 2 will show two random recognizable Bezier patterns with different colors.

a: Decrease the number of Bezier curves or vertices

d: Increase the number of Bezier curves or vertices

s: Save the current canvas to PNG format

The animation delay is the number in milliseconds that the async function will timeout until the next vertex is drawn.

EPILETIC TRIGGER WARNING: If there are too few curves and the delay is too fast, you can be affected by the quick changes of the colors. I had two epilepsy events during development when testing low values.

z: Decrease the animation delay in 100ms

c: Increase the animation delay in 100ms

x: Sets the animation delay to 0ms

This token donates a small fraction of royalties to Girls Who Code and the Processing Foundation, which develops the software used to produce this art.

Almost all of the secondary royalties goes to the minter.

The source code is available by AGPLv3 at https://github.com/iuriguilherme/fxhash2

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