Category: Games
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New project with the Sensory Ecology and Evolution group at Exeter University
Time to announce a new a new project with the Sensory Ecology and Evolution group at Exeter University. We’re going to be working on games and experimental online work to bring their research into the evolution of camouflage and animal perception to new audiences, particularly focused on these stealthy characters, the Fiery-necked Nightjar: The group’s…
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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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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…
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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…
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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…
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Aniziz and Zizim
The online part of the borrowed scenery project is an experiment in geotagging plants and plant related locations via a website/app called Zizim (the compass) combined with a multiplayer online game called Aniziz (the soil) where you can interact with the plants people have found. Having spent the last couple of months developing them, they…
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Similarities and differences
Couldn’t help noticing this image from a new Adobe product “Package mobile apps in the cloud”: and comparing it to the latest enterprise ready human-plant platform from FoAM: Perhaps we need more toasters?
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Aniziz on iPad
Thanks to HTML5 canvas, my first game that works on the iPad. All I had to do was hook up the touch events to call the mouse handlers and it was pretty functional, although the game would be better dealing with touch events differently using more drag-drop approach. The game runs around 20fps compared to…
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Borrowed Scenery
I spent last week working on various activities associated with the Electrified festival in Ghent, which included a mix of plant care, games dev, low level android audio hacking, beagleboard-bike fixing. Here are some photos of the Borrowed Scenery installation/physical narrative, home of the mysterious patabotanists and temporary research laboratory for FoAM – excellent for…