Horseys I

The horsey can make any one of the eight possible knight's chess moves. On each move he leaves behind a footprint.

Horseys reaching the edge of the enclosure are deemed to have escaped. Some find their way out faster than others.


a

b

c

d

Using an exposure method* brightens areas where the horsey treads on already-visited terrain: the greater the number of visits to one particular position, the more finely divided the exposure ramp (i.e. if the maximum number of visits to a position is 3, there will be 3 different levels of brightness represented in the final image).
*based on some code by Jared Tarbell - see his artwork at www.complexification.net.

Introducing multiple horseys leads us on to Horseys II.


1 horsey

2 horseys

4 horseys

8 horseys
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