You could make it spikier by raising the random numbers used to generate @fx to some power

Indeed, adding a power component causes much more clumpiness, and making the power component variable:

my @fx = @{ reduce( sub{ push @$a, $a->[-1]+$b; $a }, [ 0 ], map{ rand()**rand +(3) } 1..10 ) };

gives a nice variability.

But yes, I am currently much enamoured of my weight-map solution. Some of the grey-scale images it produces are just downright beautiful :)

But thankyou for your input. The vectorising of the 3D weight-map to 1D weight-stick my solution uses. came directly from your example, and I understand a little more about matlab/octave now :)


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Examine what is said, not who speaks -- Silence betokens consent -- Love the truth but pardon error.
"Science is about questioning the status quo. Questioning authority".
In the absence of evidence, opinion is indistinguishable from prejudice.

In reply to Re^12: Randomly biased, random numbers. by BrowserUk
in thread Randomly biased, random numbers. by BrowserUk

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