# noisy cube

I had a previous idea boiling in my head since last week but I just couldn’t figure out a generic algorithm for it to apply to 3 < n < 11 sided regular polygons. I had the code half-written out, and then scrapped it because I felt stifled. Then I had the fantastic notion of working in 3D. It turns out working in 3D in Processing, especially on Windows, is a terrible idea: I kept getting errors that could only be avoided by working on a Mac. I slowly fell into a negative feedback loop of badness and felt bad in general while working on the GIF. Translating things from a drawing to a computational form is difficult and frustrating; so what you see above isn’t what I envisioned, but it’s as close as I can get with my current level of comfortableness with working with graphics in code. I wish I had more time to understand P3D better so that I could add more things to the GIF but ah well.

In short, I wanted to make the cube vibrate even more, and maybe even add more colors to it. Also, the particles were really supposed to be particles; instead they came out looking terribly rectangular, but I don’t really know why.

```int grad;
float vibrate = 0.5;
float wiggled = 0.1;
float wiggle;
int particleCount = 1000;
Particle[] particles = new Particle[particleCount+1];
float rx;
float ry;
float t = 0;

void setup()
{
smooth();
noFill();
stroke(255);
strokeWeight(3);
smooth();
size(600, 600, P3D);
float horiz = 0;
for (int i = 0; i < particleCount - 4; i+=5) {
particles[i] = new Particle(width/2, horiz);
particles[i+1] = new Particle(width/2+1, horiz);
particles[i+2] = new Particle(width/2-1, horiz);
particles[i+3] = new Particle(width/2+1, horiz + 3);
particles[i+4] = new Particle(width/2-1, horiz + 3);
horiz+=5;
}
for (int j = 0; j < particleCount; j++) {
particles[j].drawticle();
}
rx = 0;
ry = 0;
}

void draw() {
background(255);
}
else  background(0);
pushMatrix();
translate(width/2+vibrate, height/2+vibrate);
rotateX(rx);
rotateY(ry);
box(100*wiggle);
popMatrix();
for (int k = 0; k < particleCount; k++) {
particles[k].update();
particles[k].drawticle();
}
rx+=0.01;
ry+=0.01;
vibrate*=-1;
wiggle = noise(wiggled);
wiggled+=0.1;
}

class Particle {
float xpos;
float ypos;
Particle(float x, float y) {
xpos = x;
ypos = y;
}
void update() {
if (ypos == 0)
ypos = 600;
ypos-=1;
}
void drawticle() {
hint(DISABLE_DEPTH_TEST);
camera();
noLights();
ellipse(xpos, ypos, 0.1, 0.1);
hint(ENABLE_DEPTH_TEST);
}
}```