Holy Mama! That's a pretty kick ass generator mind!

thanks.. gets the job done.. whenever there is such a job to be done, so to speak

seeing as its not really useful to me in any way anymore i might just release the entire project

but hell, its delphi so have fun understanding it..
i just need to think about it a tad longer.. its a project i invested almost 8 years in..
yeah i know its crazy.. EIGHT YEARS? INTO THAT PIECE OF SHIT? lol..
So, i guess this turned into a kinda story about how i got into the stuff, and how it progressed from there(and why it has taken 8 years and still isnt finished)..
It all started with me beeing bored at work, and just fiddling around with some random stuff(no pun intended) when i realized that i could actually take all of this knowledge i had.. almost every little bit of it, and assemble it into one big pile of texture generation goodness.. and so it began..
my texture generator saw the dawn of day at that boring company, the same day.. in it's full 256 grayscales glory.. it had it all, the works: XOR texture(my first procedural ever!!), sine plasmas, diamond square "fractal plasmas", "enviroment maps"(you know, pythagoras, x^x+y^y), a very basic "moonish" thing i came up with myself, which basically was interpolated 2 dimensional noise blurred a few times.. but it looked SO BADASS(at that time, i might add), sine distorts, a basic map distort and a few layer operations like copy, add, subtract etc..
and bear in mind, this was all done, back in like, 1999-2000.. thats loooong ago

so as i was messing around with all of this grayscale goodness, i got the brilliant idea of combining 3 of those "layers" so to speak, into ONE IMAGE!!(and the crowd goes wild!!!!)
and thus i marked an important step in the developing of my texture generator.. i was suddenly able to generate fullcolor(24bits) textures, in plain turbo pascal.. thats SIXTEEN BITS PASCAL! no fancy borland schmorland pascal with their dpmi extenders and shit, this was hard, rough, violent 16bit sex.
so after a lot of tweaking(and god knows how i did it) i managed to get it running realtime(with no saving shit to disks etc) with 3 full 256x256x24bit textures.. and for you mathematically impaired, thats (3x3)x65536=589824 bytes.. and thats just the memory i needed for the textures and not the actual code to set the images up, generate shit on them, save them to disk etc.. so that means i had basically 50k to use for that shit(640x1024= ~655460bytes, just about what the old dos could handle in its glory days).. and as i was saying, only god knows how i managed, but he DOES KNOW i managed

so i guess, from that point it just progressed.. i found myself spending more and more time infront of the compiler just looking at this, trying to come up with new clever ways of doing shit that noone had ever dreamed of(and im pretty sure i came up with a few if those crazy ideas

)
i kept adding and adding(no pun intended), and still to this day i make improvements every now and then, not because its needed or wanted, but just because i can and it still gives me joy, toying around with this old lovechild of mine.. i've been crazy about the idea of generating content procedurally and im pretty sure its visible all around these forums in old threads and stuff.. hell i actually tried to procedurally generate a newspaper once.. it was one beast of a project and it was fun, i'd say it kept me occupied for atleast 2 weeks and then i scrapped it because it just wasnt real enough.. figures..
so anyways, on to what actually happened after all that dos goodness.. so i went to celebrate xmas with my family who happens to live like, 500 kilometres from where i live.. and i always keep my machine on at home so i can access important stuff.. you know, like... mp3's and.. movies.. and maybe some occasional pr0n.. BUUUUUT ANYWAYS.. yeah you get it..

so i had access to all my code and during the middledays(somewhere between xmas and new years) i somehow got this crazy idea into my head that i JUST HAD TO install borland delphi..
said and done. i found the RAD mostly intriguing.. it was so simple, so powerful and effective, yet so delicate.. and i guess it goes without saying..... unlimited amounts of memory, a FRICKIN AWESOME "rapid application developer" and access to my sourcecode at home.. god this was like a sweet slice of heaven.. i sat at that computer, during the most sacred of weekends and just kept tapping away at those keys.. writing new shit(and most of all, implementing around 100(ONE HUNDRED!!!) trackbars into my code, to handle the different generators, filters, younameitwatchamacallit, and all of that kinda stuff.. damn, it was like beeing at work again.. and it sucked, so i kinda stopped there.. only after posting screenshots and a very buggy beta of the interface, here on these forums ofcourse.. and ofcourse people had mixed feelings about it.. as with all software really.. but the important thing i had to keep in mind at all time was "i want to find this simple yet very sophisticated, and at the same time very entertaining" and thats what helped me through all the development phases really.. people would go like "but i want to work on all layrs at the same time!!" i say fuck that shit.. separate layers equals WAY more control.. (in the end though, i realized that some things like blurs, distorts etc work better if you just perform them on an actual image(and not to mention that its faster) than if you do it on 3 separate layers..
and well.. i wont say that im not actively working on my texture generator, that would be a blatant lie

i mean i still get ideas and come up with ways of improving, and i add them all in there..
in the end, it has grown from beeing a dream of a viable 64k texture generator ,into something much much more complex, not something i work on because i think its gonna be the latest breakthrough, but something i constantly improve and toy around with, simply because it gives me pleasure in a twisted kind of way.. and a great example of this is, just relaxing after a couple of beers and reading some forums.. i stumble upon this thread and it's like "how do i generate these at runtime".. and BOOM! not only do i start thinking about how i can do it procedurally but i also start imagining how i would use my own tools to do it, and 5 minutes later i sit there, with 4 different images, all bearing alot of resemblence to the images posted by the original author, and im able to say "i did this using these simple steps, its great and you should really try it, you gonna have to trust me on this one", explaining it in detail, every step of the way. and that brings me great joy.. i can just sit back after those 5 minutes and think about all the poor bastards who are trying to duplicate that, on paper, in code, in their favourite art package etc.. when all it took me was a lousy five minutes(not counting the 8 years in development, but hey! thats another story, right?

)
so in the end, it evolved from a "wannabe 64k intro texture generator" into what i actually like to call it, a personal studio of art.. most people would find it tedious to work with, but i love it and i wouldnt want it any other way(i mean, if i did, would it look like this? no, i didnt think so

) wich is why to this day i still keep adding stuff to it

wow, this turned into quite a read.. and damn it was quite a write too..

anyways, i hope you enjoyed reading it.. and i wish you many sweet nightmares reading my sources.. (those will follow in a few days, i just need to actually let go of it... 8 years of work.. let... it... go....)