Category: groworld

  • More on dancemat flower pollination

    This started out as a test for some drifting pollen plant communication, but over the course of a day at borrowed scenery, it somehow became a dancemat powered sound installation. The code is here.

  • Ghent #2: Borrowed Scenery 0.1

    I’ve just spent the last few days helping to set up and take part in foam’s contribution to Ghent’s “The game is up” festival (how to save the world in 10 days). We’ve been talking, eating, drawing, growing and philosophising about plants, and I’ve been programming, and getting people to test mini games based on…

  • Animated growth

    Back on groworld again, smoothing l-system plant growth with some procedural animation. Check out the second time around though – I wasn’t expecting that…

  • Serious Games Institute “Second Wednesday”

    I was invited to go and talk about stuff at the SGI yesterday. Fellow presenters were Lakshmi Sastry from the Rutherford Appleton Laboratory, talking about Big Science and visualisation, and how they are interested in using their parallel processing work with arts and humanities projects. Mark Jones from Advanced Simtech showed us through a simulation…

  • Movement from light

    My first solar engine, using a flashing LED as a voltage trigger. Has a sort of fluttery daintiness…

  • Mulberries in the wind…

    A test using textures taken from Theun’s patabotanical illustrations.

  • Cellular prototype: ground added

    A cellular plant made by me – energy transfer between cells is working much better now, and I’ve added blue cells which are now the only ones to divide. You need to get energy from photons hitting the green cells above ground to the blues ones underground to make new cells. The big blue spheres…

  • Cellular prototype: building plants

    Cells can be dragged around with the mouse and connected together. Photosynthesising cells (the green ones of course) convert photons (the little sparks) into energy which they use to divide, and pass on to the structural cells (the brown ones) which hold the plant together.

  • First cells

    I’m hacking together the cellular plant prototype – as it might be the quickest way to play with resource management gameplay. These are some screenshots of the cells after they’ve wibbled around a little under some simple attract/repulse rules. Source here.

  • Sketches for more plant game prototypes

    Two more ideas for game prototypes in sketch form… The first one is a quick idea for a game in the vein of ‘Destroy All Humans!’ where you are a giant plant which can pull down buildings and cause mayhem. Think inverse sim city – start with a big smelly city and when you’ve overgrown…