Category: al jazari

  • Algorave in Wired UK Magazine

    Great to see algorave featured in Wired, a review of our last Stubnitz gig, (lots of shots of Al Jazari and Scheme Bricks) and an interview with Alexandra Cardenas. Read the full page article here.

  • Slub at the Deershed festival

    Deershed is a music festival designed to accommodate families with lots of activities for children. Part of this year’s festival was a Machines Tent, including Lego robot building, Mechano constructions, 3D printing and computer games. Slub’s daily routine in the Machines Tent started by setting up the Al Jazari gamepad livecoding installation, a couple of…

  • Deershed Festival, Sonic Bike Lab, Fascinate Festival

    Preparations for a busy summer, new Al Jazari installation gamepads on the production line: This weekend Alex and I are off to the Deershed Festival in Yorkshire to bring slub technology to the younger generation. We’ll be livecoding algorave, teaching scratch programming on Raspberry Pis and running an Al Jazari installation in between. Then onwards…

  • Visual livecoding environments: big screenshots

    Some decent sized screenshots of al jazari and scheme bricks rendered with fluxus’s tiled frame dump command. This set includes some satisfyingly glitchy al jazari shots – not sure what was causing this, I initially assumed it was the orthographic projection, but the same artefacts occurred on the perspective first-person robot views, so it needs…

  • MS Stubnitz Algorave #2

    Our second offshore Algorave on the MS Stubnitz, during the ship’s final night in London. The crowd was pleasingly diverse with lots of people new to algorave and livecoding, and although behind the scenes we had some hitches due to the ship’s impending departure for France, the event was relaxed and went smoothly. Our performance…

  • Al Jazari – ambient occlusion

    A big part of the look of Minecraft comes from it’s Smooth lighting, which includes an illumination model called ambient occlusion. Ambient occlusion darkens areas of an object based on how obscured they are from a wide area light source, for example an entire sky area, as opposed to a point light source. This is…

  • Al Jazari – scooping out the insides of planets with scheme

    Optimisation is a game where you write more code in order to do less. In Al Jazari 2 doing less means drawing less blocks. Contiguous blocks of the same type are already automatically collapsed into single larger ones with the Octree – but if we can figure out which blocks are completely surrounded by other…

  • Building pyramids with code composition

    The Al Jazari 2 bots currently have six basic actions – move forward/backwards, turn 90 degrees left or right, pick up the block underneath them or drop the block to the space they are currently sitting on. Given these instructions, how do we procedurally build pyramids (of any given size) like this in their minecraft-esque…

  • Al Jazari 2 re-arranger robot program

    Onboard a robot, who is following a sequence of instructions (in the spirit of the original Al Jazari), to pick up, carry and drops blocks in order to re-organise it’s environment. Halfway through we switch to a robot which is running code that makes it player controllable, so we can look around. This is all…

  • Al Jazari 2 – minecraft meets fluxus

    Some screenshots of the in-progress next generation Al Jazari livecoding world. This is a voxel rendered world, inspired in part by Minecraft but with an emphasis on coding robots in scheme bricks who construct artefacts from the materials around them. The robot language is still to be designed, but will probably resemble Scratch. You can…