Category: rendering
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Naked on Pluto library projection progress
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Naked on Pluto: Starting work on a “live world” projection
Following on from the VIDA win, we need to work hard on Naked on Pluto’s gallery installation presence. Although we now have the news website style front page, we need to take the game externalisation to another level, and one of the things required is a realtime projection of the game world. This represents the…
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PS2 vu1 rendering
Some more work on upcycling second hand PS2’s into cheap fluxus machines. The next step is to embrace the vector units – strange little processors for doing things with points lines and colours extremely fast. This is quite a daunting task for various reasons, not only can you run floating point and integer calculations in…
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Wilderness in html5 canvas
My exploration of web programming continues, this is a rewrite of the wilderness game world from haxe/flash into javascript and html5 canvas. There are some plans to make this into something more resembling an actual game, but at the moment it’s serving as a good test as I get to grips with these new fangled…
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wind shapes
A simple test filling arbitrary shapes with particles: Code here
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Impasto
For no particular reason, I thought I’d have a go at writing a raytracer 100% in scheme (it actually started as a port of this which I wrote ages ago). I run it in the mzscheme interpreter for development and then compile it using stalin to render stuff. I’m hoping maybe it can serve as…
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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…
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Voxelism
One day, when we have flying cars and people live on the moon, there will be no more triangles in computer graphics, only voxels. I somehow ended up spending the whole day today playing with the stalin scheme compiler and writing a small voxel renderer. These fuzzy blobs are the results: