Live visual for “Il Domani” — The Tomorrow.
People had access to a Monome and could draw their own shapes.
Written in an 8h rush, this version is still lacking the foreseen beat detection and a decent color management.
The last two columns of the Monome have been sacrificed for the interface: by pressing the buttons in the last column it was possible to choose the actual form, save the whole shape or eventually discard it. The second-last column was just turned off to designate a separation from the “draw area” and the “tools area”.
Thanks to @cyphunk for lending me his precious.





Below a little Processing snippet to add OpenGL fog to the scene (works on 1.5):

import java.nio.FloatBuffer;
import javax.media.opengl.GL;
import processing.opengl.*;

public void setup() {
  size(1280, 720, OPENGL);
  hint(DISABLE_DEPTH_SORT);
  hint(DISABLE_OPENGL_ERROR_REPORT);
  hint(ENABLE_OPENGL_4X_SMOOTH);
  frameRate(100);
  fog(100, 1200, 0.25f, color(0)); //just put the fog in the setup
}

public void draw() {
  background(0); //same color of the fog
  lights();
  translate(width/2, height/2, -500);
  rotateX(frameCount*0.011f);
  rotateY(frameCount*0.012f);
  rotateZ(frameCount*0.013f);
  noStroke();
  fill(255);
  box(300,500,700);
}

void fog(float near, float far, float density, int col) {
  float[] fogColor = new float[4];
  fogColor[0] = (col >> 16 & 0xFF) / 255.0f; //R
  fogColor[1] = (col >> 8 & 0xFF) / 255.0f;  //G
  fogColor[2] = (col & 0xFF) / 255.0f;       //B
  fogColor[3] = 1.0f;                        //A

  PGraphicsOpenGL pgl = (PGraphicsOpenGL) g;
  GL gl = pgl.beginGL();
  gl.glEnable(GL.GL_FOG);
  // gl.glFogi (GL.GL_FOG_MODE, GL.GL_EXP); // exp2 FOG
  gl.glFogi(GL.GL_FOG_MODE, GL.GL_LINEAR);  // Linear FOG
  gl.glFogf(GL.GL_FOG_START, near);
  gl.glFogf(GL.GL_FOG_END, far);

  gl.glFogfv(GL.GL_FOG_COLOR, FloatBuffer.wrap(fogColor));
  gl.glFogf(GL.GL_FOG_DENSITY, density);
  gl.glHint(GL.GL_FOG_HINT, GL.GL_NICEST);
  pgl.endGL();
}

Paint a ball.
Canvas version of the 2006 program which was written in Lingo.
Also a first test of the excellent and lightweight Three.js Javascript 3D Engine.
Writing code in Javascript is fun although I’m not really used to the prototype model, yet.
Play the little Buckminster Fuller and build your own ball or browse the archive with the ‘P’ and ‘N’ buttons.


17.09.2011

A Processing workshop about polymorphism and reflection.
The idea behind The Abyss project was to build a system and then let everyone contribute, with a good balance between individual and collaborative work.
Students could build new creatures or expand features of the abyss itself. For beginners it was easy enough to contribute with a basic creature, more advanced students could train their graphic skills or even build creatures which interacted with other creatures.
After several requests I decided to publish the (far from perfect) source code of The Abyss.
I left a few of my own example creatures but student’s creatures are not included as I didn’t ask their permission to publish the code.
Feel free to use the concept and code for your own workshops or lectures or contribute with your own leviathan on github:
github.com/ertdfgcvb/TheAbyss

Rules:

  1. Extend the SuperCreature class and build your own creature.
  2. Allowed colors are white with alpha shades. Not a strict rule.
  3. Each creature must implement the “move()” and “draw()” methods. (see the SuperCreature class for details).
  4. Transforms should use the pos, rot, sca vectors.
  5. Animations can be timed with frames or actual time.
  6. The name of the new creature class is built with the authors initals and the creature name (not an optimal naming convention but it works with 10-20 people).
  7. The .pde file must have the same name of the class (for example: AGCubus.pde).
  8. Insert your name, the creature name and the version in the constructor (to do: annotations?).
  9. Break all rules and build something new.


During a workshop in december 2010, students of the 1st and 3rd year at ECAL in Lausanne learned how to create and then extended a generic “SuperCreature” class. A creature manager took care of the creatures (via Java reflection) and added them to The Abyss. 52 different types of creatures populated the deep waters at the end of the five days workshop.







06.12.2010

A morphing shape study.
View the applet version with aliased graphics.



14.11.2010

Second electronic typewriter.
Be romantic.


Hms

A project started with Sidi Vanetti a few months ago. Now also on iPhone and iPad.
Built with openFrameworks, rewritten for retina display with Cinder.

Read some user reviews.





Video by CreativeApplications.net

17.03.2010

Colors in precarious equilibrium.
Destroy the wall


01.05.2008

The idea of the dashed trace left by the the car has made it trough for the launch campaign of a new VW Golf in Brazil.
The website opened with a 3d interactive animation, featuring a Golf and, of course, the black dashes.
Drive a non-polluting VW Golf.






04.04.2007

User created balls.
More than 4000 balls have been generated between 2006 and 2007.




04.03.2006

Sky

A particle experiment.
Fly in the blue sky.


07.06.2005

A mini-racing game developed for Radix. Features 9 levels, lo-fi vector graphics and a global high-score table.
Written in Lingo and published as a bonus for a “don’t drink&drive” campaign.
The name of the game was inspired by a computer virus.














20.04.2005

A lot of black worms.
They are part of your life.
Once loaded press any key for slow-as-hell-anti-aliased graphics.


29.03.2005

Fly in the black sky.
Take off with an F/a-18






05.01.2005

Dark cubes, light.
Play with Magneto 2


26.12.2004

More a sketch than a project of a kind of audio-visual toy…
Try your chance with the dialer.



26.11.2004

Spring connected spheres, mutating color-schemes.
Get scientific with the molecule.




29.10.2004

A visceral animation.
Be a modern Theseus an play with the wires.





14.05.2004

A weapon in outer space.
Become peaceful with the missile.





04.05.2004

Hi-resolution scans of common objects.
Fulfill your wildest dream and become an insect and fly over a leaf or a 50chf bill.



19.01.2004

Second of the “flight” series.
This is really a Free flight.




12.10.2003

Created in 2003 with the excellent Havok physics-engine. Updated in 2008 as Macromedia/Adobe dropped Havok. Why?
Play with a fan and a ball.
















A little Shockwave physics test with wrong lightings.
Stack some Red Boxes.

01.08.2003

Last attempt to model a creature with simple forms: rectangles and octahedrons… not really sure about it.

Ride the dragon (4b).


24.06.2003

An apptempt to create moiré patterns with a ribbon-like form.
Press any key to change pattern type, click to freeze the shape.
Explore interferences with ultramoiré.


15.05.2003

An attempt to create random forms on a very strong set of rules. An invisible 3d grid lies underneath the shapes.
Press any key to change shape; click to freeze.
Visit: Ultrashape





20.02.2003

A dark piece.
Find yourself.



02.11.2002

Drive around…
…and draw around with the car.




21.08.2002

My second attempt for a video game.
Bring home all the sheeps and watch out for the wolf. Gameplay was boring as hell; I was more fascinated by the isometric graphics.
Get natural and take a trip to The Land.




04.05.2002

One of my first attempts in 3d. In dry wireframe.
Learn to fly!.


23.03.2002

Isometric tiles and a 3d mesh of a face.
Watch the Shockwave animation.


10.10.2001

A sound-toy attempt: the idea was to build a kind of asynchronous percussive/melodic instrument.
Every now and then I want to rewrite the program from scratch and — first of all — change it’s name. Andre Michelle did a nice step in the right direction… maybe now it’s my turn to build a new version (iPad would be a nice platform!).
Press ’h’ for help.
Be musical with Kiddysinth.


23.09.2001
 
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2001–2012