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Treetris revisited
I’ve used the first groworld game seedling as a test for using fluxus as game distribution mechanism. You shouldn’t need to install anything for these games to work: Treetris game for linux Treetris game for windows Hopefully a mac version will follow along soon. Let me know if you try these, it’s not a particularly…
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Windows fluxus & politics
A release of fluxus for windows: fluxus-0.16-win32-i386-v2.zip Which should run after unzipping – no need to install anything else. Most of the functionality is there, but you need to use alt-number keys for switching workspaces, and there is no load dialogue yet, or audio/osc/midi or fluxa. A windows version of fluxus has quite a lot…
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More face identification work
Recent additions to the faceident project, both are attempts at dealing with lighting changes – which is the main area that needs addressing, as lighting changes are far more significant algorithmically than identifying features, and so cause lots of problems. Firstly, I’ve added support for multiple images per identity/user – so we can at least…
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A busy May
I’ve been a bit slack on the blogging front lately, but my excuse is that I’ve been doing a lot! Firstly slub had a gig at the Slade Technology Faire where we were joined by Jamie Forth on supercollider percussion duties. Then I went to Futuresonic09 to present groworld as part of their Environment 2.0…
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Fluxus monster
A friend of mine has kindly started contributing some models to liven up the collection you get with fluxus, and also so I can test things like model/skeleton rig and animation import from various 3D packages. This is a character (who I think originated in Spore somehow, with some cleaning up) with a base colour…
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Fluxus invades windows
I’ve spent a bit of time over the last two days porting fluxus to windows – here’s some proof (I promise I didn’t cheat ๐ There is still much to do – it’s not running the audio, osc or midi extensions, and there are some crashes with error reporting to fix, but the examples seem…
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Roots
Another groworld design meeting at foam this week, and we’ve decided to go back to our roots, or rather play the game mainly underground. This means we can employ tunnelling game mechanics to hunt out nutrients and other buried properties. The multiplayer aspect comes in as intertwining or connecting with other player’s roots, and swapping…
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slub @ strp
Some pics courtesy of Kassen (thank you Kassen! ๐ of our livecoding performance the other week in Eindhoven. This is the top secret score, agonised over for days: Until a good replacement is written, we struggle with our dodgy syncing system:
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Messing with computer vision makes boring pictures interesting
Or, I tried implementing local binary patterns and this happened: A bit more explanation here.
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Junkyard geraniums
I’ve tried scaling down the plants into a little overgrown scrapyard environment I’m trying out. It’s the first time I’ve assembled all the pieces, so I took some screenshots: