Category: traffic

  • 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…

  • More Jam City

  • 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…

  • Dustbin Planetarium

  • 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.

  • Time syncing headaches

    I’ve just spent the last two days tearing my hair out on time syncing the traffic livecoding prototype. It all comes down to a combination of spline based animation and techno. The problem is that the vehicles can collide with each other at any time and try evasive manoeuvres, but when the way is clear…

  • Melt

    Another, rather more wigged out shader test:

  • Emergent road rage

    I’ve added collision detection so drivers avoid hitting each other, but there is no way of getting out of deadlock situations between two drivers – i.e. no reverse 🙂 This results in some nice emergent queuing behaviour.