Tableau Vivant: The Living Room is a “living” painting. It is rendered in real time: sixty frames per second, twenty four hours a day, its lighting and inner life reflect the current time of day at every given moment. Inside a sparsely lit room, a rolling ocean moves agonizingly and hauntingly slow, as the painting’s […]
I published a Medium Article about my creative process. It involves code, music, creativity, getting stuck and letting go. It seemed to resonate with quite a lot of folks – I’m grateful. The Art of Dreaming Up Worlds
A little late-night A-frame doodle Inspired by Dan Shiffman’s excellent vid and the brilliant book. Sauce (The entire logic boils down to “Math.floor(Math.random() * 2) > 0 ? ‘/’ : ‘\\’;”, really)
Had a little fun with shaders, testing what works and what doesn’t in VRChat’s avatar upload pipeline. Pretty impressive results, particularly with the time-based animations. Some weird clipping issues but much better than nothing.
Recreated the Random Pitch Generator I once made online as an actual iOS/Android app, made in Unity. Will soon publish to both stores. GF is beta testing (she’s the target audience). Not a ton of discoveries but converting bpm and tempo to seconds and back, and programming an actual metronome, were quite fun to […]
Purists might say it doesn’t count as an Everyday, but I spent today on a Intro to Unity & VR Lecture and accompanying Unity mini-game. It’s a very last minute thing and kept me working into the night and I hereby decide it totally counts.
Live Made this during a turbulent flight on a dying computer – much less involved than I’d like but I enjoyed playing with envmaps. Click to change. [everyday 061417]
More realtime vertex displacement. However small the animated values, for a true fluidity, shaders seem to be the only way. Back to shader work soon. [everyday 061317]
Inspired by a visit to the LCM and toying with some C64s. Live here Controls: WASD + space Had enough time to implement: terrain, background, stars, movement, shooting Not enough time: enemies, game, raycasting, collisions, the rest of it. I love vertex deformation! [everyday 061017]
Was going for a more interesting thing and ran out of time. Happens w/#everydays. [everyday 06/09/17]
In preperation for a (physical) musical project, I made a small Pyhagorean harmony generator / explorer in p5.js. 2D work was refreshing, but some of the affordances of p5.sound were less than amazing; I needed to use a third party music lib to quickly equate between midi values, note values and frequencies. I particularly enjoyed implement a […]
A rough-and-dirty implementation of object pooling, a technique very common in game dev and proc gen. First learned about it in a Unity context, since then found out it’s quite universal and for good measure. In this implementation you’re going down an endless grid with randomly generated object. The grid is infinitely generated ahead of you […]