Over the summer i have been experimenting with the design of different world structures for an interactive game based on generative/emergent systems. I’ve basically implemented three different spacial formats, exploring different aspects of scale/dimension and extendability. Unfortunately, at present none of the systems seems to fulfil the requirements I have for a base structural format. […]
As part of my current research I have been examining different techniques for world generation. The traditional approach to heightmap creation consists of using procedural texture functions to build a greyscale map that is then used to make the vertex mesh. Common functions are octaved perlin noise, midpoint displacement, voronoi maps, fault displacements and circle […]
In a continuation of my Butterflies workshop I teamed up with Lovebytes to produce a region-wide butterfly design project. I updated the software to keep track of over 1400 butterflies that were created in 13 school workshops across South Yorkshire. Laura Mundy and Janet Jennings ran the workshops, producing a vast database of butterflies that […]
To accompany the installation of avseq at phoenix square I was invited to do a performance in the cinema lounge. I took this as an opportunity to try out a new peice of work I had been trinkering with for a while. My generative audio sets have traditionally been written and run as PD patches, […]
Avseq is now showing at Phoenix Square in Leicester. This is an installation version of a game I have been working on for a while now. The short description reads as follows.
“Avseq is an interactive installation that takes the form of an abstract computer game. The player must capture and link sound objects together into […]
Artists Daniel Waillis and Davina Drummond develop community art projects for cultural institutions like Tate and southbank centre. Not a Bad World, Is It? was a collaboration with 20 young people from north, south, east and west London to make a new piece of artwork to be projected on to the side of The […]
I’ve been playing with coding my own simple spring/chain type physics for a game idea. My application generates a series of ‘genetically grown’ insect-wormlike creatures that then swim around exhibiting nice elastic spring type animation. The structure of their ‘bones’ is similar to the 3d skeleton builder i wrote, using a bilateral spine model in […]
I have recently been working with Southbank Centre London, in collboration with Bernadette Roberts and Gaia Nova to produce large scale generative animations for their multiprojector screen setup in the festival hall. I wrote an interactive animation program using C++/openframeworks that would generate a large range of minimalist and hypnotic animations using simple geometric forms […]
Untitled Application is an interactive sound peice comissioned by MAAP and SAM for the Leeds Expo. Its an open air work hosted on one of the BBCs ‘big screens’, a range of large outdoor LCD displays in major cities of the UK. The peice itself was produced for the LEEDs Expo, a festival of sound […]
I was asked by the South Bank Centre to work with a childrens workshop group who making papercraft butterflies. Initially they wanted a simple slideshow of the finished butterflies, I suggested a more dynamic method of presentation that would make the childrens work ‘come to life’ in a more exciting way.
To achieve this I […]
I’ve been playing with the quilting nine-block pattern generator idea to create some flower heads. The heads are made out of a random selectin of predefined pixel leaves/petals (thanks alison!). And then arranged according to the nine-block pattern rules. The program actually builds a new OpenGL texture and then writes a 16×16 grid of patterns […]
More shader experiments
This is a port of a port of paul bourkes supershape formula. I originally implemented this in straight code in C++ but after getting my head around how it actualy works (essentially a 3 spirograph function) I decided it would be better run as a shader (since its essentially another parametric surface).
The shader […]
More shader experiments
This is a realtively simple implementation of a curve vertexshader, again this is based on a vvvv curve shader by woei.
The shader transforms a strip-grid via a series of curve ‘handles’ through 3d space. You can control parameters such as twist, curve strength and bias etc. The resulting polys are shaded via directional […]
More shader experiments.
This version is again adapted from the vvvv source, which is a modification of original NVIDIA code by desaxismundi.
Its a slightly more complex shader as it transforms a grid to a sphere whihc is then displaced by interpolated perlin noise. The resulting vertices are also used to calculate refraction/reflection angles for a cube […]
More shader experiments
This version is adapted from the vvvv source, which is a modification of original NVIDIA code by desaxismundi.
This shader transforms a grid to an elongated sphere which is then displaced by interpolated perlin noise. The resulting vertices are tectured mapped and lit. As usual I’ve messed with the scaling parameters and sliced the […]
More shader experiments
This version is adapted from the vvvv source, which is an implementation of more of Paul Bourkes formulas by desaxismundi.
This shader transforms a grid into a range of parametric surfaces, which are then shaded based on distance to origin ( a cheap hack atm). As usual I’ve messed with the scaling parameters and […]
I’ve decided to document some of my recent programming. This post is going to cover my skeleton construction code. Its basically a 3d version of dawking biomorphs, with some additions. When the structure has over a certain number of bones in the same level it has a much higher chance to move to a rotational […]
A quick update on some of the commercial projects I have worked on in the last year or so. I don’t document these projects as much as i should as they often contain interesting technical chellenges and new programming tools. However, i appreciate that clients often want the details of projects closed (until release at […]
FSKN continues the exploration of game mods/hacks. In this version a multiplayer ‘deathmatch’ is presented sequentially from each players perspective recording. The result is presented as a DVD.
The hacked graphics and sound engine re-interprets the recorded narrative of the online match. Using a static script of events FSKN duplicates the players actions in an abstract […]
This project is the result of my initial attempts to modify videogames for artistic purposes. As it was one of the most popular FPS titles I decided to exploit the source code of the original Quake1 game. In this case I chose to transform the graphics engine to produce a highly abstract environment that not […]