Category: rendering

  • 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…

  • Skate/BMX ramp projection

    Jaye Louis Douce, Ruth Ross-Macdonald and I took to the ramps of Mount Hawke skate park in deepest darkest Cornwall to test the prototype tracker/projection mapper (now know as ‘The Cyber-Dog system‘) in it’s intended environment for the first time. Mount Hawke consists of 20,000 square feet of ramps of all shapes and sizes, an…

  • Tracking/Projection mapping on the wildlife

    Some Kinect tracking & projection mapping being tested by a passing animal lifeform. A quick prototype for an exciting upcoming project – thanks to Gabor Papp‘s excellent freenect module for Fluxus it was pretty simple to plug together…

  • 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…

  • Fluxus on the Raspberry Pi

    After getting acquainted with the BeagleBoard while working on the Swamp bike opera I decided to have a look at the similar Raspberry Pi, and particularly it’s graphics systems. The Android/PS2 version of fluxus, called nomadic is ported after a bit of fiddling, but no mouse or keyboard input yet (build it with ‘scons TARGET=RPI’).…

  • Borrowed Scenery – spacesuits for plants and full screen scrolling in HTML5 canvas

    Lots more of Theun’s new artwork which is coming on quickly over the last few days has been added to the game, the glass bubbles (more precisely cloches) are space suits for the plants from our world to live in, in their new patabotanical environment. Information about tagged plants is printed in a Voinych Manuscript…

  • Map rendering with OSM and HTML5 canvas

    This week I’m trying to get as much code done on the borrowed scenery game as possible – today, fixing the map rendering. I decided to load map tiles from OpenStreetMaps directly rather than using OpenLayers. This is done quite simply, accessing the millions of pre-rendered png files with URLs in this form: a.tile.openstreetmaps.org/z/x/y.png Where…

  • Germination X player activity viz

    The rendering of the whole thing is taking a long time, but here is a shot from a visualisation of player activity from Germination X showing picking, planting and gifts from players to each other or plant spirits. You can display a lot more sprites with fluxus than in a browser!

  • Fast HTML5 sprite rendering

    After quite a lot of experimentation with HTML5 canvas, I’ve figured out a way to use it with the kind of big isometric game worlds used for Germination X which are built from hundreds of overlapping sprites. There are lots of good resources out there on low level optimisations, but I needed to rethink my…

  • Germination X in HTML5 canvas

    I’ve spent a couple of days on an experimental not-quite-working-yet port of Germination X to HTML5. Port is probably a slightly misleading word, as it’s actually running exactly the same HaXE code, it’s just compiled to Javascript rather than swf with a load of extra Javascript filling in the stuff needed to replace Flash. The…