Category: fluxus hacking

  • exquisite code

    A script that uses some material from last weeks intensive writing sweatshop. We generated a huge amount of nonsense of varying degrees, most of which didn’t make it into the novel and went into a “waste dump”. This text was exploited for the performances in various ways, my attempt picks words from the text and…

  • i18n

    I’ve spent a lot of time this week concentrating on internationalisation (shortened to i18n in coder speak) for the fluxus scratchpad editor. I didn’t have much luck finding comprehensible help online, most of this was done from memory of porting Evolva to Japanese years ago. I thought a blog post about it might be good…

  • More feedback meshes

    And some more – must get on with some proper work today…

  • Meshed feedback

    Still distracted, tried using the new (voxels->blobby) command to use the marching cubes algo in fluxus to mesh the feedback into a solid shape. The code is posted below. (clear) ; make some voxels (define vx (build-voxels 50 50 50)) ; do the feedback (for ((i (in-range 0 40))) (with-primitive vx ; not sure what’s…

  • Migrain Voxel Feedback

    Trying to write some documentation for the voxels primitive in fluxus, I was completely sidetracked by this accidental discovery:

  • Mesh collision volumes in fluxus

    Thanks to learning a bit more about ODE you can now, finally specify a mesh as a collision volume to the physics system. The meshes have to be indexed triangle list polygons, so I’ve also added (poly-build-triangulated) for making a triangle list polygon primitive from any other polyprim. You can then use (poly-convert-to-indexed) to make…

  • A week in Budapest

    I spent last week in Budapest, the first half was a lirec consortium meeting. We spent Tuesday morning finding out about dog and human behaviour at the Department of Ethology at the Eötvös Loránd University. I think the most facinating part for me was the area of human understanding of dog vocalisation, as we have…

  • Voxels in fluxus

    I’ve rewritten the experimental scheme voxel code into experimental C++ fluxus code, using hardware rendering for the sprite ‘splat’ accumulation, which makes it realtime for 30x30x30 grids (27000 voxels). The last two are a bunch of concentric spheres with the top left corner carved away by a box. Part of the fun of this is…

  • Prettier branches

    Some procedural branches rendered with ‘cheap as chips’ camera facing sprite ribbons, rather than solid geometry. They are textured to match the toonshader on the plant eyes player generated roots:

  • Dustbin livecoding revisited

    The planetarium projection seems to work quite well now. I’ve made the angle and number of cameras it uses configurable, and I also alter the texture coordinates so the visible segment of the sphere corresponds to the entire texture (so you use all the pixels in the texture target, basically). It also uses orthographic projection…