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Demoscene Inspired Pixel Effects

A collection of demoscene inspired effects such as wormhole,firecube, plasma, lens and metaballs. This was my final project for my “Programming for Interactivity” class at New York University Spring 2008. Built using Processing.org

Original presentation with source code:
http://luis.net/projects/processing/final

Author: luis2048
Keywords: processing.org processing proce55ing wormhole vortex plasma lens metabob metablob demoscene demo effects real-time realtime pixel 2D tunnel java
Added: January 6, 2009

Bryan
bryanchung.net

New Augmented Reality Library for Processing

I modify the previous ARToolKit library for Processing. It has a better programming interface and tracking performance. You can choose either to use the Capture object or the JMyron object for the live video. And the canvas size can now be different from the capture size. Have a look of the demonstration video.


Augmented Reality Library for Processing

This is the new version of the augmented reality library for the Processing programming environment. It built upon a re-compiled version of jARToolKit and is tested on the latest release of Processing.

Author: chungbwc
Keywords: Processing.org ARToolKit augmented reality
Added: January 6, 2009

zenbullets
abandonedart.org

23: Disco

source code

My current favourite fractal - the Sutcliffe Pentangle - has been the basis of 14: Angry Pencils, 16: Petri Dish, 17: Exploding Box, 19: Ghost Triangle and this one. I have christened it the Sutcliffe Pentangle because it was introduced to me by Alan Sutcliffe at a meeting of the Computer Arts Society last year and, as you can see, I haven’t been able to stop playing with it ever since.

Digital Tools
digitaltools.node3000.com

Digital Tools contributed to Vague Terrain 12: Device Art

vague terrain

Ladies and gentleman. I am sure, that you already know Vague Terrain, a virtual magazine on digital art, culture and technology. They regularly compile some kind of virtual journal on certain topics, that are very up-to-date or ahead-of-its-time and deal in between cultural and technological shifts in the field of art, practice and culture. They for example had past journals on the “Rise of the VJ” or “Digital Dub“. Besides texts and theory, foremost works from artists find their place in this magazine. The recently released number 12 of Vague Terrain, about the hot topic Device Art. In December they asked me for a contribution and it didn’t took me long to just agree. Vague Terrain is just great!

As many of the fellow readers know, I do not only write at this place, but also over at Eggshell-Robotics. My contribution therefore gives an overview of traditional and most recent developments on devices that can be coded, bend or broken. The second part focuses on robotics, because this will be the next thing to come, for everyone involved into art and tinkering with stuff.

vague terrain device art

The next issue of Vague Terrain will be about “citySCENE”. The call for works just already started. Just take your chance!

v3ga
v3ga.net

New year 2009

Digital Tools
digitaltools.node3000.com

Graphics for DS: Interesting facts about graphic development for games

I found this at Tiny Cartridge. Pretty much a long interview with Jeff Luke, who is the responsible art director for Scribblenauts, Lock’s Quest and Drawn to Life for the Nintendo DS.

The interview is divided into two parts (Part 1 / Part 2) and really leave no questions open - if you ever had questions about drawing, making and handling graphics for mobile or console development. Jeff Luke is the man, who does game design and art management at 5th Cell.

Scribblenauts
Scene from Scribblenauts

I highly suggest to read all of this interview. Some - maybe surprising quotes - should give you some extra-motivation to go through all of it. Jeff says on developing graphics for the DS:

“Well, one of the biggest things to keep in mind is the different brightness settings. You need to make sure your game looks good on all brightness levels which can sometimes be quite a hassle, but in the end, it’s the attention to detail that can make or break the experience for gamers. In conjunction with the resolution, screen real estate is a really big issue. You need to always be aware of exactly how much space you have on that screen at all times. Make a GUI sprite too big and you just end up having to redo it.”

“(…) we just make sure we create the original assets in high res and then scale down from there for in game art if needed. All of the portraits in Lock’s Quest started out as massive, multi-thousand pixel, full-body images of the characters that we then scaled down and took just the upper body portion of for the portraits.”

Drawn to Life
Scene from Drawn to Life

makeanddo
youtube.com

the coded wall - wallpaper scene

this is the ‘wallpaper’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing wallpaper
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - heads & tails scene

this is the ‘heads & tails’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing “heads and tails”
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - spiders scene

this is the ’spiders’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing spiders
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - caterpillar scene

this is the ‘caterpillar’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing caterpillar
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - seaweed scene

this is the ’seaweed’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing seaweed underwater
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - marionette scene

this is the ‘marionette’ (puppet) scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing puppet marionette
Added: January 3, 2009

makeanddo
youtube.com

the coded wall - bugs scene

this is the ‘bugs’ scene from ‘the coded wall’ - an interactive projection piece that responds to shadows cast by the audience. The work was created by make and do studio (www.makeanddo.com.au) and built with processing software (www.processing.org).

Author: makeanddo
Keywords: interactive projection shadow processing “new media” “make and do” proce55ing bugs
Added: January 3, 2009