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Lazy Sunday
This weekend it’s Lazy Sunday (organised by the The Planet of Leather Moomins) – a distributed streamed festival from Helsinki, London, New York, Paris, Stockholm, Barcelona, Montreal – well you get the idea… I’m going to be doing some visuals livecoding, possibly something very new, which usually means it won’t work properly!
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Scheme Bricks 0.1
Finally an actual release of scheme bricks! (make sure you read the README, it’s not user friendly yet). I’ve unified the maths operations, previously you had to remember if you were working on nodes or numbers (the only two types in fluxa) now you can just use the standard + – * / (before you…
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Groworld Prototypes Released
I’ve gathered most of the game prototypes I made for groworld and put them into a cross platform release. There will probably be a bit of tweaking still to be done, as the windows version of plant eyes seems a bit unstable. OSX version (Just extract and run) Linux version (needs fluxus-0.17 installed which you…
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Hampstead
Hampstead is a text adventure game written in 1984, which conveys a certain attitude I find refreshing 26 years later. It’s a document of London life, and rich in satire of the social customs of the time. It even exists as a museum piece – not sure how many computer games can lay claim to…
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Visualisation of Live Code
Alex Mclean, Nick Collins and I have written a paper for EVA 2010 on Visualisation of Live Code (link to preprint version). In this paper we outline the issues surrounding live coding which is projected for an audience, and in this context, approaches to code visualisation. This includes natural language parsing techniques, using geometrical properties…
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Fluxus 0.17
Fluxus is a 3D game engine for livecoding worlds into existence. “act of a flowing; a continuous moving on or passing by, as of a flowing stream; a continuous succession of changes” We spent too long livecoding and forgot to do any releases, so this is your semi-annual fluxus release fanfare: Changes: * Render to…
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Disembodied
I’ve been attending bits of the FoAM update meeting remotely, it’s a strange disembodied experience, but better from the carbon viewpoint. Here’s a screenshot of the planning of next years events:
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Pixelache #3: Kansallisteatteri urban projection lab
My last update from pixelache is about the urban projection lab Miska Knapek, Ville Hyvönen and I were doing on Saturday night during Earth Hour. Despite not being allowed to turn the streetlights off and some heavy rain, our projector base station/van managed to beam images through the night onto the Finnish national theater building.…
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Pixelache #2: Kerava groworld installation
Lina Kusaite and I installed the groworld project as part of Camp Pixelache at Kerava Art Museum. It was the first time the plant eyes game had been exposed to so many public – but as I’ve come to expect, younger visitors needed surprisingly little explanation to figure out how to play (i.e. none), while…
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Pixelache #1 Suomenlinna puredyne sprint
Part one of my pixelache experience was on the ice surrounded island of Suomenlinna, where Gabor and I spent 3 days working on fluxus. With the help of the puredyne sprint team we got the debian packaging working on launchpad – which is Ubuntu’s system for organising software packages and making sure they build on…