Category: Accidental art

  • Temporal recursion

    Slub have a number of important livecoding transmissions coming up (including a performance at the Mozilla Festival!) so it’s time to work on fluxus/fluxa/scheme bricks. Here are some recording tests of a feature I’ve been wanting to use for a long time – temporal recursion. These recordings were not changed by hand as they played,…

  • sc2012 livecoding flier

    Pleased that the Jellyfish project (or it’s instruction set) has found a use before I’ve had any time to write much code.

  • Germination X in HTML5 canvas

    I’ve spent a couple of days on an experimental not-quite-working-yet port of Germination X to HTML5. Port is probably a slightly misleading word, as it’s actually running exactly the same HaXE code, it’s just compiled to Javascript rather than swf with a load of extra Javascript filling in the stuff needed to replace Flash. The…

  • Jellyfish forms

    The Jellyfish VM is now running in fluxus on android – a kind of executable rendering primitive which defines it’s form (a 3D triangle list) in the same place as it’s behaviour (a vector processing program), in the primitive’s data array. This provides a 3D procedural modelling VM loosely inspired by the Playstation 2 which…

  • Emotional Colour Map

    This is the emotional colour map for Germination X. It’s a 22 by 8 sized image, with 8 colours for each OCC emotion (those we haven’t done yet are white). From left to right, these represent: LOVE, HATE, HOPE, FEAR, SATISFACTION, RELIEF, FEARS_CONFIRMED, DISAPPOINTMENT, JOY, DISTRESS, HAPPY_FOR, PITY, RESENTMENT, GLOATING, PRIDE, SHAME, GRATIFICATION, REMORSE, ADMIRATION,…

  • Colourful emotions

    We’re currently putting the new plant spirit characters in Germination X and thinking more about how to use colour changes as part of the expression of the many emotions the FAtiMA agents contain. I made this chart quickly, deliberately avoiding thinking about potential reasons for my choices. Interestingly I found I needed to start with…

  • Splinterfields: Mathematickal Arts #3

    A third and final update on the Mathematickal Arts Workshop – following the previous outline, some more detail on the process of going from software to textile using plain weave. First create a program and choose the colours: Axiom: O Rule: O => : O O : Repeat 5 generations : = Green 0 =…

  • Splinterfields: Mathematickal Arts #2

    For my contribution to the Mathematickal Arts workshop, I wanted to explore weaving, specifically plain weave. This is the simplest form of weaving, but when combined with sequences of colour it can produce many different types of pattern. Some of these patterns when combined with muted colours, have in the past been used as a…

  • Modular decoration (GX)

    More sketching, this time for use in the game rather than concept design:

  • PS2 homebrew #5

    Getting stuff to work on PS2 wasn’t quite as easy as I probably made it sound in the last homebrew post. The problem with loading code from usb stick is that there is no way to debug anything, no remote debugging, no stdout – not even any way to render text unless you write your…