The pixel processor and FX maps can be treated like code, but each has limitations.

Pixel processor has to excecute code from the point of view of the one pixel that's being drawn to, and each are drawn in parallel. For some mathematical shapes, this is a pretty big obstacle, since it means you can't tell it to write a color to a different pixel. I don't know the format of your dragon curve formula (what is w1 and w2??) but it looks like it might return position, instead of values.

example 1:

http://mathworld.wolfram.com/Hypotrochoid.htmlI have not found a way to make Hypotrochoids using the pixel processor yet. The link shows a pretty clear formula for making them, but it describes positions determined through iteration, so it can't be calculated all at once by independent pixel calculations like other shapes can be.

example2:

http://mathworld.wolfram.com/HeartCurve.htmlMost of these heart curves I

*have *made using pixel processor fairly easily. Each pixel can operate independently to determine if it's inside or outside of that curve, by translating position to angle and distance, and applying those formulas to get a value that I can test against a constant and return 1 or 0 as the color.

FXMaps don't have this limitation, you can use positions to determine where a shape is drawn quite easily. But it can only draw shapes or inputs, so it doesn't handle per-pixel image generation as well. For a dragon curve, this would be the tool I'd use.

https://share.allegorithmic.com/libraries/1643This is a node I made, just for fun, that uses FXMaps to make procedural line drawings iterively, based on mathematical functions. It choses the location based on the Number variable supplied by Iterate, and choses a rotation based on Number+1, to point a line at the next node. Such a technique would work quite well for line-based math functions, I think.