
personal of @tuftedtitmouse | tagslug summoner | tufted titmouse obsessed 🔼 | pointy bird enjoyer | 2D/3D artist | industrial engineer | (tits are a type of birds fyi, this proj is SFW)
throw any sequence of 8 random integers at it and it'll nearly sort it for you!
this is entirely based on a lil quirk I found where the order in which you join geometry matters, so you can swap the order of geometry.
that reminded me of merge sort which also swaps stuff to sort, so I was wondering if it's possible to use that lil trick for that. it is!!!
it's just looking for the closest point & draws a line between "here" and "there". just a lil simulation nodes exercise. i do kinda want to make a slime mold thing now with a little more advanced path finding, branching/termination & self-optimizing routes, somehow!
edit: there's a slime mold python implementation here, kinda want to see if i can get that sort of behavior into nodes

geometry nodes are hella nice but if you aren't Tidy™ it can be painful to return to a nodegraph in the future.
This Has Happened To Me: I used to be Not Tidy™ and just throw nodes everywhere, which was even worse before geometry nodes got named attributes again (see: the noodles going almost all the way from the input to the output)





i get paid to look at geometry node bullshit for 40 hours a week so I have nodegraphs which have a higher hours counter than some of my modded factorio saves (top left one, at least 700 hours)