Algorithms

Explore algorithms visually β€” in nature, mathematics and computer science.

An algorithm isn't code first β€” it's a recipe of repeated decisions. You find them everywhere: in how a plant fills space, in how a prime number hides inside a sieve, in how a flock of starlings turns without a leader. This page collects interactive explorations: move a slider, and watch the rule produce the shape.

Three fields

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Nature

Local rules, a global shape. Plant growth (L-systems), Turing patterns, bird flocks, ant colonies: nobody is in charge, yet structure emerges.

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Mathematics

The oldest algorithms in the world. Euclid's GCD, the sieve of Eratosthenes, Newton's method, Monte Carlo: procedures you can literally watch converge.

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Computer science

Sort, search, route, compress. The basic building blocks made visible: sorts side by side, shortest paths (Dijkstra, A*), binary search, Huffman coding.

Explorations

∞

Fractal Explorer

The escape-time algorithm: Mandelbrot and Julia, infinite zoom into the complex dynamics zΒ² + c. A three-line loop, an infinity of detail.

Explore β†’
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L-systems

A rewriting grammar that grows ferns, trees and snowflakes. A few substitution rules, and the plant draws itself.

Nature Β· in preparation
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Flocks & boids

Separation, alignment, cohesion. Three vectors per agent are enough to reproduce a murmuration. Tune the weights, and the flock changes character.

Nature Β· in preparation
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Euclid's algorithm

GCD by subtraction, then by remainders. A rectangle cut into squares down to the greatest common divisor β€” the geometry of division.

Mathematics Β· in preparation
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Sieve of Eratosthenes

Cross out the multiples, the primes remain. The grid empties in leaps, and the structure of the primes appears.

Mathematics Β· in preparation
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Monte Carlo & Buffon's needle

Estimate Ο€ by throwing points, or a needle on a floor. Randomness, repeated, converges to an exact constant.

Mathematics Β· in preparation
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Visual sorting

Bubble, insertion, merge, quick: the same data, four different dances. You see why some are slow and others elegant.

Computer science Β· in preparation
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Dijkstra & A*

The shortest path through a maze. The frontier spreads, the heuristic steers it: you watch A* save steps by being clever.

Computer science Β· in preparation
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Huffman coding

Lossless compression by giving short codes to frequent symbols. The tree builds from the bottom up, leaf after leaf.

Computer science Β· in preparation

The collection grows week by week. Each exploration becomes a full interactive article β€” equation, slider panel, animation.