Tag Archives: 3d

Plasticine architecture

A patafungi building site for the Aniziz game. The shapes have been inspired by Siteless – an architectural book I absolutely love by Fran├žois Blanciak. It contains 1000 ideas for building forms inspired by time spent in different cities around the world. This could be a great starting point for all kinds of ideas for levels, worlds or objects in many types of games.

The forms, drawn freehand (to avoid software-specific shapes) but from a constant viewing angle, are presented twelve to a page, with no scale, order, or end to the series.

Touchscreen programming

As more and more people use touchscreens, it still irks me that we lack good ways of programming “on” devices reliant on them (i.e. native feeling – rather than modified text editors). As a result they seem designed entirely around consumption of software (see also the “The coming war on general-purpose computing”).

So lets make them programmable. Recent steps in this direction are based on Jellyfish – an idea to create a kind of locative livecoding virus game (more on that as it unfolds), starting with fluxus on android (now called nomadic) and a good dose of Betablocker DS, mixed with some procedural 3D rendering inspired by the Playstation2’s mad hardware, and icons previously seen on the Supercollider 2012 flier!

This is a screenshot of it’s current early state, with the Linux/Android versions side by side (spot the inconsistency in wireframe colour due to differences in colour material in OpenGL ES). Main additions to the previous android fluxus are texturing and text rendering primitive support. I’m glad to say that pinch-to-zoom and panning are already working on the code interface, but it’s not making too much sense yet to look at.