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A possible groworld world
An idea for a world for which the groworld plants can live. Lots of glitches to fix and elements to add yet, but this seems to be going in some sort of direction – a kind of magical post apocalyptic glade, or something. The grass is done using shells.
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Norman T. White
I’ve haven’t said much about Lirec lately, as I’ve mainly been doing not so interesting technical stuff (looking into cmake and yarp), or quietly researching robot art. During the course of the latter however, I’ve been reading about Norman White who is one of these inspiring people who were getting on with doing exciting work…
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Melt
Another, rather more wigged out shader test:
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Scouting for groworld locations
We are currently looking for places in which the groworld game could take place. This is an important decision as it will create the atmosphere and dictate a lot of the feeling that the game has. More pics here. One common feature in our minds it seems, is the tension between grown and built, rural…
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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.
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Bloom Shader
Thanks to Gabor’s new fbo-pixels branch, we now have render to texture functionality working in fluxus, as an exciting extension to the pixels primitive. This should be in the main branch soon. One of the things I want to use this for is full screen effects, such as bloom/glow effects which are applied to a…
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Hayfever
I’ve been developing a simple networked mulitplayer prototype game for groworld. Not much to look at yet, but it contains one very simple gameplay mechanic – pollen can be blown out or absorbed into flowers by players, who are represented by plants. At the moment this just results in a change of flower colour, but…
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Pluggable plants
We’ve come up with a way of making plants out of modular components, where the branching structure is partly controlled by the textures. This means we have more artistic control over the plants than is possible with pure L Systems, although the topology can be generated in the same way. There is more info on…
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More on dancemat flower pollination
This started out as a test for some drifting pollen plant communication, but over the course of a day at borrowed scenery, it somehow became a dancemat powered sound installation. The code is here.
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Ghent #2: Borrowed Scenery 0.1
I’ve just spent the last few days helping to set up and take part in foam’s contribution to Ghent’s “The game is up” festival (how to save the world in 10 days). We’ve been talking, eating, drawing, growing and philosophising about plants, and I’ve been programming, and getting people to test mini games based on…