A three days workshop in Paris.
In this intermediate workshop at Processing Paris 2013 I wanted again build a common project with the participants. Everybody could build a “scene” which would then be thrown into the “wormhole”… The idea was to build a visual system where it would be possible to swicth from one scene to the other by moving a camera in 3d space. Each scene could eventually be controlled over the network from the authors computer with a custom controller. The end result looked more like a colorful version of The Abyss with multiple instances of different smaller objects instead of more complex scenes. The controller part was also dropped because of time running out.
A three days workshop in Paris.
A workshop about (almost) 3d.
Learning to program in three dimensional space is quite hard for the geometry and the transforms involved. In this workshop we explored several ways to simplify the approach in 3d space: we used depth maps, parallax techniques, fake 3d, slicing and curve levels to create new dimensions.
This quite simple program was built and used during a Processing workshop at ECAL with the third year and first year students. Programming neofites could build an image-scape just by adding textures to the program, displaying them in a 3D space and travel trough with a camera. Some basic camera movement is implemented and also some basic input (mouse and keyboard). The participants could customize the whole program, in particular the controls and the camera movement but also add some extra objects (for example 3d meshes) by extending the main Form class. The workshop was also repeated at ProcessingParis. It works well with beginners as they can focus on image and narrative. expert programmers can take the whole to a next level and build more complex experiences.
Five basic example landscapes are included with the sketch;
press keys from 1 to 5 to switch from one to another.
check the keyPressed() method for more mapped keys.
Works only with Processing 1.5 (OpenGL fog functions)
A port to Processing 2.0 is planned
A WebGL port is also planned (maybe)
An interesting “accident” happened with James Paterson’s animations (contained in a Processing example) which we used as a demo sequence for animated textures – see example 4 below. I would like to explore this a bit more.
Feel free to use the concept and code for your own workshops or lectures:
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.
Paint a ball.
Canvas version of the 2006 program which was written in Lingo.
Play little Buckminster Fuller and build your own ball.
Another Abyss workshop at SUPSI, Lugano.
This workshop was 4 days long with international students.
For more information and source code please read the original Abyss post.
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:
- Extend the SuperCreature class and build your own creature.
- Allowed colors are white with alpha shades. Not a strict rule.
- Each creature must implement the “move()” and “draw()” methods. (see the SuperCreature class for details).
- Transforms should use the pos, rot, sca vectors.
- Animations can be timed with frames or actual time.
- 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).
- The .pde file must have the same name of the class (for example: AGCubus.pde).
- Insert your name, the creature name and the version in the constructor (to do: annotations?).
- 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.
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.
User created balls.
More than 4000 balls have been generated between 2006 and 2007.
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.
More a sketch than a project of a kind of audio-visual toy…
Try your chance with the dialer.
Spring connected spheres, mutating color-schemes.
Get scientific with the molecule.
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.
Last attempt to model a creature with simple forms: rectangles and octahedrons… not really sure about it.
Ride the dragon (4b).
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.