turtleSpaces Logo Coding
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turtlespaces.bsky.social
turtleSpaces Logo Coding
@turtlespaces.bsky.social
Create 2D and 3D models, art and games using an advanced form of the Logo programming language! Web and desktop versions available: https://turtlespaces.org

#edusky #creativecoding
January 12, 2026 at 11:30 PM
The procedure 'pins' out the initial path for the code to follow, then varies it using the sine of the forever loop counter. The code is placed along the path, and each frame it advances (along with the random colors of each character in the code)
January 11, 2026 at 11:04 PM
I keep track of the roll, heading and pitch of each point, adjusting them randomly each frame (consistently using rerandom). I apply a spline to the pins (points) and then render all the spline points with spots, flattening the co-ordinates to 2D.
January 10, 2026 at 8:43 PM
This is a simple implementation of Conway's Game of Life I wrote from scratch, and ran out of time to do much more with it.
January 10, 2026 at 12:02 AM
This routine uses Perlin noise to derive the heights of the towers. Each tower uses its own random number generator to maintain consistency of the shade of the 'lights'
January 8, 2026 at 9:30 PM
The order of the if/elsif stack is important; we check for all three overlapping colour circles, then each combination of two, then singularly, falling down the list for each false comparison. The 'X' circle negates any colours, making a black hole.
January 7, 2026 at 10:13 PM
First we set the random position and heading of 12 points. Then in the main loop, we draw 1200 spots in random positions, checking against the 12 circle points, and incrementing the spot's colours if they are within the circles' radii. Then we move the 12 circle points and render
January 7, 2026 at 10:13 PM
We start by creating two lists, one for the positions of the polygons and the other for their headings. With 'bounce' enabled we iterate through the lists, rendering the polygons and updating their positions and headings. If it's 'dark' we use poly, 'light' polyspot.
January 6, 2026 at 8:10 PM
Very simple one today. We render the text to the blockmap, then distribute random spots, coloring them depending on if they are blocked or not. We reset and advance the random number generator some to provide some randomness but not too much.
January 5, 2026 at 9:50 PM
This procedure uses different random number generators, advancing them at different rates based on the row of towers and the overall forever loopcount. Then it's a simple matter of offsetting each row appropriately for each frame.
January 4, 2026 at 9:06 PM
Basic Fibonacci algorithm
January 3, 2026 at 9:12 PM
This frame-based animation uses the sine of the frame number (loopcount) to position the balls. Their distance from the sides of the frame determines the 'stretch' or 'squash'. The spline provides additional effects, and the ico beads positioned along each generated spline point.
January 2, 2026 at 9:31 PM