History: patterns that repeat themselves
A triangle from 1915
In 1915 the Polish mathematician Wacław Sierpiński described a figure: take a triangle, cut an upside-down triangle out of its middle — three smaller ones remain; cut the middle out of each of them — and so on forever. A part of the figure looks like the whole — such figures would later be called fractals.
The same pattern had long been hiding in Pascal's triangle: colour its odd numbers — and you get the Sierpinski triangle.
Arcade machines without a processor
The first arcade machines — Space Race and Pong (1972), Breakout (1976) — had no processor. The picture on the screen was drawn by raster counters: they ran along the rows following the beam, and logic at every dot decided whether there was a ball, a paddle or a brick. Our machine works exactly that way: counters X, Y and a rule "is this dot lit".
Munching Squares
In 1962 at MIT a few lines of a program on the PDP-1 drew a pattern of "munching" squares — Munching Squares: a dot is lit if (x XOR y) < t, and t grows with every frame. It is one of the first computer animations. We build it not as a program but as logic.
The chaos game
In 1988 the mathematician Michael Barnsley showed that random steps towards the vertices of a triangle draw the Sierpinski triangle, and other rules draw a fern and trees. This is called the chaos game: order from chance.
Next — Mandelbrot
In 1980 Benoit Mandelbrot obtained, on IBM computers, the first pictures of the set that now bears his name: z = z² + c, repeat until |z| runs away. The machine drew dot by dot — like ours. That is the next kit.
PDP-1 is a trademark of Digital Equipment Corporation; IBM is a trademark of IBM Corp.; Pong and Breakout are trademarks of their respective owners. This kit is not affiliated with or endorsed by them; the names are mentioned to tell the story.