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Biology, Electronics, Aesthetics, and Mechanics
A bit of research into BEAM robots. Looking at the reactive approach to sensor -> actuator control, and trying to understand what Nv Neurons and Suspended Bicores are all about. Nice to have a quick go at building something in the midst of reading stuff.
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Lirec work begins
My work on Lirec has begun this week – lots of reading to start with, and putting notes on the libarynth.
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Fluxus manual
I spent a lot of the weekend working on improving the fluxus documentation by writing something which might serve as a user manual. Lots of work to do on it yet though.
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(type->poly)
I’ve added (type->poly) to fluxus, which means you can do everything with your typefaces that you can do with polygons, such as add texture and deform them. Here’s an example with wingdings…
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Mulberries in the wind…
A test using textures taken from Theun’s patabotanical illustrations.
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Cellular prototype: ground added
A cellular plant made by me – energy transfer between cells is working much better now, and I’ve added blue cells which are now the only ones to divide. You need to get energy from photons hitting the green cells above ground to the blues ones underground to make new cells. The big blue spheres…
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Cellular prototype: building plants
Cells can be dragged around with the mouse and connected together. Photosynthesising cells (the green ones of course) convert photons (the little sparks) into energy which they use to divide, and pass on to the structural cells (the brown ones) which hold the plant together.
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First cells
I’m hacking together the cellular plant prototype – as it might be the quickest way to play with resource management gameplay. These are some screenshots of the cells after they’ve wibbled around a little under some simple attract/repulse rules. Source here.
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Sketches for more plant game prototypes
Two more ideas for game prototypes in sketch form… The first one is a quick idea for a game in the vein of ‘Destroy All Humans!’ where you are a giant plant which can pull down buildings and cause mayhem. Think inverse sim city – start with a big smelly city and when you’ve overgrown…
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Type Primitive
A better font drawing primitive for fluxus. The text primitive has been in fluxus for ages, but uses textures – it’s about time fluxus had a geometric type primitive like this. It might prove an interesting way of quickly generating geometry when livecoding.