Category: Livecoding
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Transfer
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ShuntCode
Last thursday was shuntcode in the vaults under london bridge station. Alex and I livecoded a pretty satisfying acid inspired set, on the impossibly high stage. Thanks to mr pixelpusher for the pic. My photos of the other excellent livecoding shenanigans are here.
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8bit livecoding
Last night I combined whisky and a zx spectrum emulator for some nostalgia infused livecoding. As with many such indulgences, some regrets the morning after.
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SPACECODE
We livecoded a planetarium! I didn’t get any photos of the slub performance as I was a little busy, but Matthew Yee-King’s photos are here. Thanks to Pete ‘the dome’ for all his hard work, and sorry for nearly blowing up his speakers :/ Fluxus is now compatible with Plymouth University’s Immersive Vision Theatre! Some…
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More Jam City
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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…
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Scheme Bricks: Viewing Al Jazari code
I’ve been thinking more about scheme bricks as a general purpose visual programming language – and the eventual goal of writing it in itself. As an example, this is the scheme code for the logic part of the aljazari robots, where they run their instructions, viewed in scheme bricks: This class alone is 10,000 pixels…
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Jam City first playable
First playable in games is the first version that actually runs and demonstrates some gameplay elements. In the vast world of games-that-are-actually-silly-ways-of-livecoding-music, it’s the first version that makes some form acceptably arranged noise. I’m not really sure if this is going to be runnable at our first ever planetarium gig next week, I’d written it…
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Dustbin Planetarium
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Jam City
Slowly getting there, pollution, new animated note triggers and a cursor for making them, and tidying up the planetarium projection code so it’s easy to plug it into an existing script, and it plays nicely with all the camera operations.