That's all a little beyond me at this point. But very compelling!
As the original simulation shows, the idea is to calculate the difference and proximity of the pixels. So the drawing part is just a projection...
The ease of getting a memory buffer pointer, setting pixels within my calculation loop with simple offsets was very simple and compelling. I think I should look deeper into OpenCL/CUDA for this use-case, as I mentioned in the other response to my comment.
No problem, and I highly recommend using OpenCL to get started, it's actually pretty short and straightforward (lookin' at you, Vulkan compute!). So basically, the stuff in the for-loops you had before, that's the kernel you'll be writing.
I daresay it's actually easier to render things this way than getting lost in the weeds with API docs etc. A simple Mandelbrot hello-world example should be easy to understand and get compiling, and you can go from there.
As the original simulation shows, the idea is to calculate the difference and proximity of the pixels. So the drawing part is just a projection...
The ease of getting a memory buffer pointer, setting pixels within my calculation loop with simple offsets was very simple and compelling. I think I should look deeper into OpenCL/CUDA for this use-case, as I mentioned in the other response to my comment.
Thanks!