Create x amount points in a grid or shape and add bit of offset to its place. Filter out all points that are in its near attraction distance range, draw lines between those.
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const turtle = new Turtle(); const total = 1000; // min=10, max=5000, step=1 const minDistance = 5; // min=1, max=50, step=1 const maxDistance = 15; // min=1, max=50, step=1 const distort = 2; // min=0, max=20, step=0.1 const shape = 1; // min=1, max=5, step=1 (Random, Columns, Grid, Spiral, Circles) const random = new Random(shape + total + minDistance + maxDistance + distort * 10); const opacity = 0.3; // min=0.01, max=1, step=0.01 Canvas.setpenopacity(opacity); const points = Array.from({ length: total }, (_, idx) => { const distance = random.range(minDistance, maxDistance); switch (shape) { case 1: { return [random.range(-100, 100), random.range(-95, 95), distance]; } case 2: { return [Math.round(random.range(-10, 10)) * 10 + random.range(-distort, distort), random.range(-95, 95), distance]; } case 3: { return [Math.round(random.range(-10, 10)) * 10 + random.range(-distort, distort), Math.round(random.range(-10, 10)) * 10 + random.range(-distort, distort), distance]; } case 4: { let angle = Math.PI + (idx / total) * (Math.PI * 10); if (distort) angle += random.range(20 / -distort, 20 / distort); const a = 20; const b = 2; return [(a + b * angle) * Math.sin(angle) + random.range(-distort, distort), (a + b * angle) * Math.cos(angle) + random.range(-distort, distort), distance]; } case 5: { let angle = (idx / total) * (Math.PI * 2); if (distort) angle += random.range(20 / -distort, 20 / distort); const size = (random.range(2, 10) | 0) * 10; return [size * Math.sin(angle) + random.range(-distort, distort), size * Math.cos(angle) + random.range(-distort, distort), distance]; } } }); function walk(idx) { const point = points[idx]; const closePoints = points.filter((p) => (p[0] - point[0]) * (p[0] - point[0]) + (p[1] - point[1]) * (p[1] - point[1]) < point[2] * point[2]); closePoints.forEach((p) => (turtle.jump(point), turtle.goto(p))); return idx < points.length - 1; } // Seeded random - Mulberry32 function Random(seed) { class Random { constructor(seed) { this.seed = seed; } next() { var t = this.seed += 0x6D2B79F5; t = Math.imul(t ^ t >>> 15, t | 1); t ^= t + Math.imul(t ^ t >>> 7, t | 61); return ((t ^ t >>> 14) >>> 0) / 4294967296; } range(from, to) { var r = this.next(); return from + (to - from) * r; } either(a = 0, b = 1, chance = 0.5) { return this.next() > chance ? a : b; } shuffle(arr) { for (let i = arr.length - 1; i > 0; i--) { const j = Math.floor(this.next() * (i + 1)); [arr[i], arr[j]] = [arr[j], arr[i]]; } return arr; } } return new Random(seed); }