Just fire up OpenCL (or CUDA, if you must) and start executing some data-parallel kernels.
Just fire up OpenCL (or CUDA, if you must) and start executing some data-parallel kernels.
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!
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.
I thought you could also do numeric calculations with compute shaders.