# A fascinating method to draw fractals

You've probably heard about fractals before. They are geometric shapes that repeat themselves over and over again. I recently discovered a fascinating method to draw them that is called "chaos game".

Anyone can draw impressive looking fractals with this method, even with just a pen and paper. In this article I will describe the method, share my Javascript code to generate them, and show many examples of fractals made with it. ## The algorithm

The chaos game algorithm is very simple. We start with a shape (triangle, rectangle, ...) and follow these steps:

1. Pick a random point within the shape. Let's call it `p`.
2. Pick a random corner of the shape. Let's call it `c`.
3. Compute the coordinates midway between `p` and `c`.
4. Call this new point `p`, and draw it.
5. Repeat this many times, starting at step 2.

Here's an example of how this would look like in a triangle. Now just continue to follow these simple steps a few thousands time and you will endup with this. Pretty cool! That's a fractal called the "Sierpinski triangle". It's really surprizing to get such a complex result with a very basic algorithm. Let's try to understand why this works.

## How it works

What happens if we pick a lot of random points within the triangle, and then move them toward the top corner as explained by the algorithm? We can see that none of the resulting points (in blue) end up in the middle triangle (in green). So this area will always stay empty.

Now we repeat the same process, but we won't put any points in the green triangle (since we know they can't end up here). This time there are no points in the smaller top triangle (in orange above). This means that this area will also stay empty.

The same process repeats itself towards infinity and works with the 3 corners. In the end this produces the Sierpinski triangle.

## The code

We will soon see many other examples of fractals, but first here's the code I'm using to draw them in HTML and Javascript.

We start by creating a basic HTML page that contains a `<canvas>` element followed by a script tag.

``````<!DOCTYPE html>
<html>
<meta charset="UTF-8">
<title>Fractals</title>
<body>
<canvas width="500" width="500" id="canvas"></canvas>
<script>
/* Add Javascript code here */
</script>
</body>
</html>``````

Inside the script tag we put this Javascript code that follows the chaos game algorithm. There are a lot of explanations in the comments.

``````// Variables needed to draw on the canvas
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

// Coordinates of the shape's points
const shape = [
{ x: 250, y: 0 },
{ x: 500, y: 400 },
{ x: 0, y: 400 },
];

// Coordinates of a random point
let point = {
x: Math.round(Math.random() * 500),
y: Math.round(Math.random() * 500),
};

// Variable storing how many points we've drawn so far
let count = 0;

while (count < 15000) {
// Pick a random number: 0, 1, or 2
let rand = Math.floor(Math.random() * shape.length);

// Select a corner based on the random number
let corner = shape[rand];

// Coordinates midway between 'point' and 'corner'
point.x = (point.x + corner.x) / 2;
point.y = (point.y + corner.y) / 2;

// Draw the updated point
ctx.fillRect(point.x, point.y, 1, 1);

// Increment 'count', once it reaches 15000 we stop the loop
count++;
}``````

## Square, version 1

Let's try to replace the triangle by a square and keep everything else the same.

``````const shape = [
{ x: 0, y: 0 },
{ x: 0, y: 500 },
{ x: 500, y: 500 },
{ x: 500, y: 0 },
];``````

Then when we open our HTML file in a browser, we get this result. That's a little disappointing, it's just random points in a square. But wait, we can do better.

# Square, version 2

We are going to make a small change to the algorithm, so that it won't be possible to pick the same corner twice in a row. For this we have to change our `while` loop.

``````// New variable
let previousRand = null;

while (count < 15000) {
// Pick a random number
let currentRand = Math.floor(Math.random() * shape.length);

// If it's different from the previous one we picked
if (currentRand !== previousRand) {
// Update the previousRand variable
previousRand = currentRand;

// Same as before
let corner = shape[currentRand];
point.x = (point.x + corner.x) / 2;
point.y = (point.y + corner.y) / 2;
ctx.fillRect(point.x, point.y, 1, 1);
count++;
}
}``````

This new code produces a beautiful fractal. ## More squares

With slightly different conditions in the loop, it's possible to create completely new fractals with our square. Below are some interesting examples.

Here's what happens when `currentRand` can't be one spot away from `previousRand` anti-clockwise.

``if ((previousRand + 1) % 4 !== currentRand)`` This is when `currentRand` can't be opposite to `previousRand`.

``if ((previousRand + 2) % 4 !== currentRand)`` And if we also store the `previousPreviousRand`, we can do things like this.

``````if ((previousRand + 3) % 4 !== currentRand &&
(perviousPreviousRand + 1) % 4 !== currentRand)`````` ## Pentagon

What worked with a triangle and a square will also work with many other shapes. Here's a cool looking example with a pentagon. ## Conclusion

I find it fascinating that with such simple rules we end up with very complex and cool looking shapes. You can find the source code of each fractal shown in this article on GitHub.

If you have any questions or feedback: thomas@lesscake.com :-)