3d spheres displayed as 2d circles, bounce inside a cube and are attracted to a center point. now implemented with proper collision detection and even gravitational pull between the individual spheres. made with processing.org
Cast: evsc
3d spheres displayed as 2d circles, bounce inside a cube and are attracted to a center point. now implemented with proper collision detection and even gravitational pull between the individual spheres. made with processing.org
Cast: evsc
inspired from a painting by Francis De Bolles. live version (requires java+opengl) at meushi.bj.popipo.fr/data/080623_threadin2/
Cast: meushi
inspired from a painting by Francis De Bolles. live version (requires java+opengl) at http://meushi.bj.popipo.fr/data/080623_threadin2/
Cast: meushi
A newer version of my game. This runs at 60fps when I’m not trying to record it. It’s multi-threaded, with collision detection, and particle systems running in their own threads so it gets better performance on multiple CPU/core systems. It also uses JOAL for audio, but in a hacky kind of way.
Cast: John G
Ok, there is hardware and then there is software. Still lovely hardware has so much charm, that we like to spend hours and hours with that gadgetry. Much more irrational is to spend days, maybe weeks, in tweaking hardware together that normally would never meet in this universe. It then reads software for the other device, that normally would never find its way to the datadisk on that very device. To make things short: Some French people build a floppydrive ready connectable to a GameBoy Color.
With that floppy drive you can read files just right into the gameboy from 3,5″ disks. At the moment it can’t directly read and boot ROM-files, but they posted a possible way to do so. And maybe we will have that update one day. ROM-files normally require hardware-modules gameboy ready or emulator software. This here is the other way round.
There are lots of ways to play gameboy stuff completely emulated and software driven, meanwhile on almost any device with a screen and some keys. But this here made easy things complicated and then easy again in a very charming way. Sometimes I just love the homebrewers.

via boingboing
This is a final model of my architecture project in Harvard GSD. I created a kinetic architecture. I used Arduino and Processing to manipulate this model.
Arduino:: http://www.arduino.cc/
Processing:: http://processing.org/
Author: kosukebando
Keywords: Arduino Processing Proce55ing Physical Computing Architecture
Added: June 26, 2008
Software from John Houck added to the exhibition.
Animations from the Megapuss + Lauren Dukoff show at the Hammer Museum.
Cast: C.B. McWilliams
watch more at
http://creaciodigital.upf.edu/~i50823/web/index.html
Author: dda0
Keywords: dda lifeforms processing org generative art graphics
Added: June 25, 2008
Using Chronotopic Anamorphosis on MJ. Yay. made with processing. Working on restricting the domain of Marginalia Project’s code to a dynamic pixel domain. It’s no easy feat, but luckily for me, this isn’t going to be done in real time.
Cast: Vincent van Haaff
I found this on the processing discourse (http://processing.org/discourse/yabb_beta/YaBB.cgi?board=Exhibition;action=display;num=1213382538), and since I’m a huge fan of “The 4th Dimension” by Rybcynski and I’m a huge fan of processing, I decided to give it a try. This is what I ended up with. Does anybody know why I’m getting those strange lines pop up? I feel that they wouldn’t be there unless my camera is interlaced or something. I’d like to improve the code so it can eventually accept video input at any frameRate. But if the processing.video.* isn’t progressive, this technique will be useless to me. I could be wrong, but if anyone knows, some help would be great!
Cast: Vincent van Haaff
Something I’ve been working on occasionally for far too long. One day it might be finished.
Cast: John G
Another Processing/OpenGL sketch, a swathe of points stroked out along a curve, and mirrored in each axis.
Cast: John G