Title: Apophysis roadmap Post by: cyseal on September 28, 2015, 09:06:16 PM Latest version of Apo7x doesn't support scripts.
Could some programmers add this functionality and a animation feature like in Chaotica? I believe only Xyrus is working on Apo. Last version of Apo has slow UI when you add multiple transforms. Apo 7x15D, 2.083D and Chaotica have much faster UI. Could someone work on theese key points: scripts,animation and and UI for next version of Apo? Title: Re: Apophysis roadmap Post by: lycium on September 28, 2015, 11:05:44 PM Sounds like what you want is JWildfire.
Chaotica takes a different road in many ways (doesn't do the fake 3D stuff, ...), and is not free as you know. And if you think Chaotica is good, wait until you see Chaotica 2 ;) Title: Re: Apophysis roadmap Post by: cyseal on September 29, 2015, 09:24:10 AM So, Chatotica is in development ?
What about Apo ? Will there be some news when will new Apo arrive and what features will have ? What is the difference in the renderer of Apo 7x15D,2.08 3D, Chaotica vs. Apo 7x16 ? Why is so slowed UI when using more transforms? As I'm reading Jwildfire is build on Java and Apo on Delphi. Is there any other tools to make it? For example implement it in Blender if possible. Thx Title: Re: Apophysis roadmap Post by: lycium on September 29, 2015, 02:38:01 PM So, Chatotica is in development ? Yep, super intense development :)What about Apo ? Will there be some news when will new Apo arrive and what features will have ? For about 2-3 years now there have been rumours of Apo3 from Utak3r, some new project by Zueuk, and I think Xyrus still maintains some work on Apo 7x.What is the difference in the renderer of Apo 7x15D,2.08 3D, Chaotica vs. Apo 7x16 ? Chaotica renderer is written from scratch with emphasis on image quality, in super optimised C++ (and will be available for all GPUs via OpenCL). Why is so slowed UI when using more transforms? Do you mean Apophysis? It shouldn't get slower, but I'm not really familiar with the code (esp the editor stuff), so no idea sorry.As I'm reading Jwildfire is build on Java and Apo on Delphi. Is there any other tools to make it? For example implement it in Blender if possible. Sorry I'm not sure what you mean with "other tools to make it" - make what specifically?Title: Re: Apophysis roadmap Post by: cyseal on September 29, 2015, 03:01:38 PM Yep, super intense development :) Looking forward to it.For about 2-3 years now there have been rumours of Apo3 from Utak3r, some new project by Zueuk, and I think Xyrus still maintains some work on Apo 7x. Utak3r, Zueuk, could you tell us about your projects ? Quote Do you mean Apophysis? It shouldn't get slower, but I'm not really familiar with the code (esp the editor stuff), so no idea sorry. Apo 7x16 is slower than Apo 7x15D,2.08 3D,Chaotica. In rendering speed and in UI speed when changing parameters of many transformations.Sorry I'm not sure what you mean with "other tools to make it" - make what specifically? I meant the tools needed to wrap up Scott Draves's flame3 into a working renderer application. Title: Re: Apophysis roadmap Post by: lycium on September 29, 2015, 03:42:05 PM Utak3r and Zueuk are on deviantArt, and I would say no longer active (very unfortunate).
http://utak3r.deviantart.com http://zueuk.deviantart.com Title: Re: Apophysis roadmap Post by: DarkBeam on September 29, 2015, 04:23:12 PM Hello Thomas :) Zueuk still commented (recently) on Da - but yes the Apo project is no longer developed by those guys.
I would say at this time Apo is hardly recognizable from the original Draves idea... Title: Re: Apophysis roadmap Post by: lycium on September 29, 2015, 04:32:27 PM Yep, modern Apophysis / IFS fractals are in my opinion mostly the work of Zueuk / Peter Sdobnov, who pushed the limits really hard in the early 2000s. I chat with him sometimes, awesome guy!
Draves on the other hand did very little work after the basic Flam3 algorithm (Eric Reckase having done most of the actual dev work and image quality improvements), and I agree that modern Apo rendering is quite far from the basic flam3 model. Title: Re: Apophysis roadmap Post by: thargor6 on September 29, 2015, 10:26:44 PM As I'm reading Jwildfire is build on Java This is true, and you can enhance it easily by writing Java-programms/scripts by yourself which a re compiled instantly (i.e., you don't need a development platform). It has a decent render-speed, but the primary design-goal was never speed, but stability, and to have a code-base which gives the freedom to implement/enhance anything in little time, and to work on many systems as possible. For this, Java has proven to be an excellent platform. Title: Re: Apophysis roadmap Post by: cyseal on October 19, 2015, 09:24:49 AM Do you know when will xyrus release next version?
Title: Re: Apophysis roadmap Post by: lycium on October 20, 2015, 04:28:26 PM I'm not aware of any plans; you can check his deviantArt page and twitter maybe?
Title: Re: Apophysis roadmap Post by: utak3r on February 11, 2017, 07:24:55 PM Draves on the other hand did very little work after the basic Flam3 algorithm (Eric Reckase having done most of the actual dev work and image quality improvements) Not to mention he was after that screwed by Scott. Old times... Anyway, from time to time, when I have a good will ;D and some time 88) I'm still continuing developing a completely new Apo, very different in fact from what it was as 2.x. It will be a quite generic software, with its main architecture based on plugins. Plugins meant for just about anything, including whole types of fractals, GUIs for editors etc. As of today, it can be used both for flames, escape time fractals etc. Of course, all in layers. Works on Windows and Linux, written in C++ and Qt5. But, as I said, I'm really short on time, and even if I have some of it, not always I give it to Apo... it's a slooow process. Maybe because I'm not getting younger :D Title: Re: Apophysis roadmap Post by: lycium on February 12, 2017, 07:07:21 AM Perhaps we can meet sometime if you're interested, chat about old times and future :) I'm in Wroclaw these days, maybe if you're in the area... |