THE NATURE OF CODE
BY DANIEL SHIFFMAN
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Coding Train's logoCODING TRAIN
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Chapter 0. Randomness
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Example 0.1
A Traditional Random Walk
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Example 0.2
A Random-Number Distribution
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Example 0.3
A Walker That Tends to Move to the Right
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Example 0.4
A Gaussian Distribution
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Example 0.5
An Accept-Reject Distribution
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Example 0.6
A Perlin Noise Walker
Chapter 1. Vectors
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Example 1.1
Bouncing Ball with No Vectors
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Example 1.2
Bouncing Ball with Vectors!
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Example 1.3
Vector Subtraction
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Example 1.4
Multiplying a Vector
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Example 1.5
Vector Magnitude
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Example 1.6
Normalizing a Vector
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Example 1.7
Motion 101 (Velocity)
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Example 1.8
Motion 101 (Velocity and Constant Acceleration)
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Example 1.9
Motion 101 (Velocity and Random Acceleration)
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Example 1.10
Accelerating Toward the Mouse
Chapter 2. Forces
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Example 2.1
Forces
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Example 2.2
Forces Acting on Two Objects
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Example 2.3
Gravity Scaled by Mass
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Example 2.4
Including Friction
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Example 2.5
Fluid Resistance
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Example 2.6
Attraction
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Example 2.7
Attraction with Many Movers
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Example 2.8
Two-Body Attraction
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Example 2.9
n Bodies
Chapter 3. Oscillation
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Example 3.1
Angular Motion Using rotate()
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Example 3.2
Forces with (Arbitrary) Angular Motion
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Example 3.3
Pointing in the Direction of Motion
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Example 3.4
Polar to Cartesian
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Example 3.5
Simple Harmonic Motion I
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Example 3.6
Simple Harmonic Motion II
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Example 3.7
Oscillator Objects
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Example 3.8
Static Wave
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Example 3.9
The Wave
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Example 3.10
A Spring Connection
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Example 3.11
Swinging Pendulum
Chapter 4. Particle Systems
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Example 4.1
A Single Particle
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Example 4.2
An Array of Particles
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Example 4.3
A Single Particle Emitter
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Example 4.4
A System of Systems
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Example 4.5
A Particle System with Inheritance and Polymorphism
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Example 4.6
A Particle System with Forces
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Example 4.7
A Particle System with a Repeller
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Example 4.8
An Image-Texture Particle System
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Example 4.9
Additive Blending
Chapter 5. Autonomous Agents
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Example 5.1
Seeking a Target
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Example 5.2
Arriving at a Target
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Example 5.3
"Stay Within Walls" Steering Behavior
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Example 5.4
Flow-Field Following
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Example 5.5
Creating a Path Object
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Example 5.6
Simple Path Following
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Example 5.7
Path Made of Multiple Line Segments
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Example 5.8
Path Following
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Example 5.9
Separation
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Example 5.10
Combining Steering Behaviors (Seek and Separate)
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Example 5.11
Flocking
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Example 5.12
Bin-Lattice Spatial Subdivision
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Example 5.13
Quadtree
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Example 5.14
Sin/Cos Lookup Table
Chapter 6. Physics Libraries
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Example 6.1
Matter.js Default Render and Runner
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Example 6.2
A Comfortable and Cozy p5.js Sketch That Needs a Little Matter.js
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Example 6.3
Falling Boxes Hitting Boundaries
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Example 6.4
Polygon Shapes
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Example 6.5
Multiple Shapes on One Body
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Example 6.6
Matter.js Pendulum
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Example 6.7
Spinning Windmill
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Example 6.8
MouseConstraint Demonstration
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Example 6.9
Attraction with Matter.js
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Example 6.10
Collision Events
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Example 6.11
Simple Spring with Toxiclibs.js
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Example 6.12
Soft Swinging Pendulum
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Example 6.13
Soft-Body Character
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Example 6.14
Cluster
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Example 6.15
Attraction (and Repulsion) Behaviors
Chapter 7. Cellular Automata
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Example 7.1
Wolfram Elementary Cellular Automata
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Example 7.2
Game of Life
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Example 7.3
Object-Oriented Game of Life
Chapter 8. Fractals
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Example 8.1
Recursive Circles Once
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Example 8.2
Recursive Circles Twice
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Example 8.3
Recursive Circles Four Times
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Example 8.4
The Cantor Set
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Example 8.5
The Koch Curve
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Example 8.6
A Recursive Tree
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Example 8.7
A Stochastic Tree
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Example 8.8
Simple L-system Sentence Generation
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Example 8.9
An L-system
Chapter 9. Evolutionary Computing
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Example 9.1
Genetic Algorithm for Evolving Shakespeare
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Example 9.2
Smart Rockets
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Example 9.3
Smarter Rockets
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Example 9.4
Interactive Selection
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Example 9.5
An Evolving Ecosystem
Chapter 10. Neural Networks
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Example 10.1
The Perceptron
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Example 10.2
Gesture Classifier
Chapter 11. Neuroevolution
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Example 11.1
Flappy Bird Clone
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Example 11.2
Flappy Bird with Neuroevolution
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Example 11.3
Smart Rockets with Neuroevolution
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Example 11.4
Dynamic Neuroevolutionary Steering
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Example 11.5
A Bloop with Sensors
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Example 11.6
A Neuroevolutionary Ecosystem
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