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Chapter 1: The Beginner?s Path Chapter Goal: Introduce the material, the aims of the book, provide some background and get the reader set up and ready to code. End with a relatively simple sketch that illustrates programming concepts which will be covered in the next chapter.Sections:IntroductionWhy SVG and JavaScript? Libraries we?ll useGetting Set Up: Local Code Editor or Online CodepensJumping Right In: Our First Generative SketchChapter 2: A Programming PrimerChapter Goal: Dissect our aforementioned sketch, equipping the reader with the necessary concepts. While this isn?t an introductory book on programming, this section should aid those just starting out (e.g. artists new to coding), or help solidify concepts for beginner programmers. Readers coming from another language or framework might also find this section worth a glance.Sections:Dissecting our SketchVariables and DatatypesOperationsConditionalsLoopsFunctionsChapter 3: All About SVGChapter Goal: Cover the basics of the SVG spec via the use of the gySVG library. Illustrate with simple but attractive sketches (power in simplicity).Sections:Basic Shapes and ColoursLines, Polylines and PolygonsGroups, Gradients and PatternsThe Viewbox and ViewportDefining and Recycling ElementsChapter 4: Regularity and RandomnessChapter Goal: Show the power inherent in randomness, and illustrate some popular techniques.Sections:Regular GridsRandomising SizesRandomising ColoursRandomising ConditionsProbability DistributionsChapter 5: The Need for NoiseChapter Goal: Sometimes random can be too random. This is where noise comes in (specifically, simplex noise). More natural variance can lead to more usable and pleasing results.Sections:Random vs Organic VarianceVarying Sizes with NoiseVarying Colour with NoiseDisturbing a Straight Line Chapter 6: Interactivity & AnimationChapter Goal: So far our examples have been static. Time to change this up with some user interaction and basic animation. The reader will be introduced to popular techniques to make sketches dynamic and interactive.Sections:Event handlersTracking the cursorMapping RangesInteractive ShapesAnimation framesMoving ShapesChapter 7: PathsChapter Goal: SVGs paths are a tricky subject, which is why they deserve a dedicated chapter. This will lead the reader through the possibilities and challenges of using paths, and end with some easier ways of achieving similar results.Sections:Path CommandsConnecting Straight LinesQuadratic Bezier CurvesCubic Bezier CurvesThe ArcAn Easier WayChapter 8: Filter EffectsChapter Goal: Introduce the reader to SVG filters. This topic of filters is vast and warrants its own book, so only the basics will be covered. The goal will be to excite the reader about the possibilities, and equip them for further exploration.Sections:The Very BasicsShadows and BlursCreating Film GrainCreating a Paper TextureUnderwater EffectsFurther ExplorationsChapter 9: Trigonometry TimeChapter Goal: Introduce the reader to the basics of trigonometry, assuming no mathematical background or aptitude (neither will really be necessary). The goal is to show how a very small subset of trigonometry can be enormously useful to generative art, and fun! It should also equip the reader for the following chapters.Sections: Cartesian and Polar Co-ordinatesAngles, Degrees and RadiansPi and the Pythagorean TheoremSine and CosineMaking WavesMaking MandalasSpirals and StarsChapter 10: Flow FieldsChapter Goal: Introduce the reader to this popular and very beautiful generative technique. It will build on knowledge acquired in the previous chapter.Sections:Introducing VectorsLocation and DirectionA Grid of AnglesVarying the VectorsConnecting the DotsChapter 11: Packing and Path-FindingChapter Goal: Build on the previous chapters and introduce the reader to circle packing and path-finding techniques. I will opt for algorithms that are as simple as possible here, and not burden the reader with performance or efficiency considerations.Sections:Distributing ShapesCollision DetectionCircle PackingGoals and DirectionalityPatterns along PathsChapter 12: Fractal FormsChapter Goal: The final chapter will introduce the reader to one of the most fascinating of generative techniques: fractals. Using popular algorithms, the reader will be shown how complex forms can emerge from simple rules.Sections:Recursion and Self-ReferenceInfinite TrianglesFrom Lines to SnowflakesPlanting Fractal TreesBreaking Symmetries
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