• Transfer

  • Plant Eyes: Head up display

    I’ve added a head-up-display to plant eyes so you can tell when you are growing a root/shoot. I might also display the number of markers you have left. The pickup absorbing is working properly now – rather than just disappearing out of existence, they dissolve when the root grows near them. I also managed to…

  • 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.

  • Plant Eyes V9

    A new version of plant eyes (osx executable here, arch independent code in git). We now have lots more life going on, other plants growing, butterflies, spiders and worms – plus prettier auto-branches which grow on the branches you create.

  • Prettier branches

    Some procedural branches rendered with ‘cheap as chips’ camera facing sprite ribbons, rather than solid geometry. They are textured to match the toonshader on the plant eyes player generated roots:

  • Plant Lasers

    Just found this movie from a few months back – some accidental plant weapons:

  • 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.

  • 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

  • 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…