Category: fluxus hacking
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Missile Command machinima in São Paulo
Some images of the Machinima exhibition at FILE 2011 in São Paulo, featuring a movie of a livecoded abstractification of a Missile Command game written/performed/destroyed/recorded in Fluxus.
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PS2 vu1 rendering
Some more work on upcycling second hand PS2’s into cheap fluxus machines. The next step is to embrace the vector units – strange little processors for doing things with points lines and colours extremely fast. This is quite a daunting task for various reasons, not only can you run floating point and integer calculations in…
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Visualising Elastic Versailles
Naked on Pluto is a text adventure game, it’s world is comprised of descriptions, populated by bits and pieces of text from your facebook profile while the space is largely left to your interpretation and imagination. There are some ways of visualising it though. We have been archiving versions of the game world every hour…
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Pink polygons & multitouch
A new version of android fluxus, with pdata, multitouch capability, scene inspection and a very pink test script included (see code below) fluxus-0.0.2.apk & source. Press the trackball button to edit the scheme code. (clear) (define twirl-shape (with-state (hint-unlit) (build-polygons 40 triangle-strip))) (define finger-shapes (with-state (hint-none) (hint-unlit) (hint-wire) (list (build-polygons 30 triangle-strip) (build-polygons 30 triangle-strip))))…
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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…
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PS2 homebrew #4
Getting things to render on the PS2 is a little more complicated than using OpenGL and it’s also a very different system to a PC. On the right you can see a block diagram of the Emotion Engine – it consists of the EE core, the CPU on the left and the GS – Graphics…
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PS2 homebrew #3
The next thing I wanted to do was see if I could compile the minimal android version of fluxus for the PS2. All the PS2SDK examples are written in C, and when I tried the C++ compiler at link time I got a bunch of these odd errors: ps2-main.cpp: undefined reference to `__gxx_personality_v0′ It turns…
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More android tinkering
In order to figure out the source of the crashes I was getting I quickly wrote a linux wrapper around the android code so it could run in a simpler-to-debug environment. This of course was running without any problems, so not much help, but it’ll come in useful anyway. Next step, try it in the…
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Shaving yaks on android
Mostly my android experience has been good so far, it’s been very quick to get things running and be fairly productive. It doesn’t come without it’s share of yak shaving though. I’ve spent quite a lot of time trying to get remote debugging of native code working with my phone (a HTC desire) with little…
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Fluxus on Android
I recently took a long train journey and had an idea to use my android phone for taking timelapse photos for Miska Knapek. I had no laptop with me, and realised there was no way I could script anything on the phone itself to do this, or anything more complex. This was the kernel of…