Category: fluxus hacking
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Ouya development experiments
The Ouya is a tiny game console which is designed for promoting indy games rather than traditional high budget productions. It’s cheap compared to standard games hardware, and all the games are free to play at least in demo form. It’s very easy to start making games with as it’s based on Android – you…
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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…
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A fluxus workshop plan
I’ve been getting some emails asking for course notes for fluxus workshops, I don’t really have anything as structured as that but I thought it would be good to document something here. I usually pretty much follow the first part of the fluxus manual pretty closely, trying to flip between visually playful parts and programming…
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Planet Fluxus
Fluxus now runs in a browser using WebGL. Not much is working yet – (draw-cube), basic transforms, colours and textures. I’ve also built a small site in django so people can share (or perhaps more likely, corrupt) each other’s scripts. Also much inspired by seeing a load of great live coding at the algoraves by…
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Fluxus at Falmouth University
On Friday Cornwall Locative Arts Network, Cornwall Creative Skills and I took over The Academy for Innovation & Research at Falmouth University with a Fluxus workshop, teaching creative coding via recursive procedural 3D modelling for people new to programming. The thing I like most about Scheme as a programming language is that you can very…
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Fluxus workshop in Falmouth
After rushing around Europe doing a lot of livecoding over the last week (more on that soon) I’m really pleased to announce this workshop closer to home in Falmouth: CLAN and CREATIVE SKILLS present: CREATIVE CODING taster session for ABSOLUTE BEGINNERS with Dave Griffiths Friday May 31st 10.30am – 12.30pm AIR building, Falmouth University, Tremough…
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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…
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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…
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Skate/BMX ramp projection
Jaye Louis Douce, Ruth Ross-Macdonald and I took to the ramps of Mount Hawke skate park in deepest darkest Cornwall to test the prototype tracker/projection mapper (now know as ‘The Cyber-Dog system‘) in it’s intended environment for the first time. Mount Hawke consists of 20,000 square feet of ramps of all shapes and sizes, an…
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Tracking/Projection mapping on the wildlife
Some Kinect tracking & projection mapping being tested by a passing animal lifeform. A quick prototype for an exciting upcoming project – thanks to Gabor Papp‘s excellent freenect module for Fluxus it was pretty simple to plug together…