BuxPatchV4

June 27th, 2008
BuxPatchV4 from evsc on Vimeo.

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

threadin.inside

June 27th, 2008
threadin.inside from meushi on Vimeo.

inspired from a painting by Francis De Bolles. live version (requires java+opengl) at meushi.bj.popipo.fr/data/080623_threadin2/

Cast: meushi

threadin.outside

June 27th, 2008
threadin.outside from meushi on Vimeo.

inspired from a painting by Francis De Bolles. live version (requires java+opengl) at http://meushi.bj.popipo.fr/data/080623_threadin2/

Cast: meushi

The Lovelies

June 27th, 2008
The Lovelies from Nova Jiang on Vimeo.

Wii remote controlled puppets.

Cast: Nova Jiang

Game version 2

June 26th, 2008
Game version 2 from John G on Vimeo.

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

Almost ROM-ready floppydrive for GameBoy Color

June 26th, 2008

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.

GameBoy-Color-Floppydrive-rom.jpg

via boingboing

kinetic architecture

June 26th, 2008

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.

June 26th, 2008

Software from John Houck added to the exhibition.

Megapuss + Lauren Dukoff at the Hammer

June 25th, 2008
Megapuss + Lauren Dukoff at the Hammer from C.B. McWilliams on Vimeo.

Animations from the Megapuss + Lauren Dukoff show at the Hammer Museum.

Cast: C.B. McWilliams

dda lifeforms

June 25th, 2008

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

Billy Jean in Four Dimensions

June 25th, 2008
Billy Jean in Four Dimensions from Vincent van Haaff on Vimeo.

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

Realtime Chronotopic Anamorphosis Rybczynski-Style

June 25th, 2008
Realtime Chronotopic Anamorphosis Rybczynski-Style from Vincent van Haaff on Vimeo.

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

A possible future game made in processing

June 25th, 2008
A possible future game made in processing from John G on Vimeo.

Something I’ve been working on occasionally for far too long. One day it might be finished.

Cast: John G

Point Cloud 1

June 25th, 2008
Point Cloud 1 from John G on Vimeo.

Another Processing/OpenGL sketch, a swathe of points stroked out along a curve, and mirrored in each axis.

Cast: John G