A Processing workshop at Ecal, Lausanne.
During this one week workshop with the first year students a multiplayer game was built. Each student could program its own player and a related controller. The controllers were easily customizable HTML5 multitouch applications which connected to the game via web-socket. After the first day of experimentation, in which we quickly implemented a simple one-button catch-the-flag game, each group proposed a game type: several very interesting ideas came up but finally we decided to implement a socker-like ball game. At the end of the workshop it was time for the final match: the four teams played to conquer the title. It was interesting to note that the designs of the players (classes) revealed their potential during the team play: some shapes and behaviors were perfect for defense play, others were perfect for attack, while others added more a diturbing factor to the opposite (and sometimes to the own) team.

the_game_2
the_game_1
the_game_controller_1the_game_controller_2
the_game_controller_3the_game_controller_4
the_game_players.png

An (attempt of an) interactive particle system based music video.
Peter Kernel asked me to build an interactive video for their upcoming album.
I was really tempted to write the program in JavaScript (Canvas or WebGL) but I didn’t feel agile enough to deliver in a very short time so I decided to build it up with Processing and to depoly it via the crippled Java plugin (a decision which I now regret, for the plugin part—not Processing!).
And yes: sound and Java always sucked.
But I didn’t think so badly.
I had so many problems by embedding the fullscreen applet on different browsers and platforms without dramatic frame-rate drops and sound hick-ups that at the end I decided to abandon the project without any time left for a new one. We (the band and I) also felt that the whole project didn’t really take off, so any extra effort to make it run seemed useless. Sorry guys.
Anyway: it was fun to rewrite the particle engine I was working on and to test different behaviors and colorings. I tried to overcome the “organic” feel of force driven systems with grid snapping and other “smart” distribution rules.
It was interesting to sync the animation to the sound. I also tried to sync videos with a constant framerate to the main system: it worked quite well but later I abandoned the whole idea of working with video feeds.
The main idea was to visualize the word-lists in the song but I didn’t want to introduce a font directly into the scene so it was kind of obvious to form words with the particles… as in any dot-matrix display.
Oh and the particles: simple (bitmap-cached) circles. I tried different shapes and always came back to a plain circle. But in a moment I tested with donut kind of shapes and the result was simple but interesting:


The only part where I had time to implement the sum of those shapes was in the beginning sequence.

The choreography is unfinished (especially at the end), the color-scheme is inaccurate, the mouse interaction is kind of dull, and there is (or was) still work to do but you can enjoy my failure by watching the captured frames on Vimeo if you feel brave enough:







A simple, easy to implement and very fast particle system.
Old school effects built on the two days workshop at Processing Paris 2011 with Hartmut Bohnacker.
Click images for Vimeo video.



Joy

A quick fullscreen-physics test with the excellent Fisica JBox2D wrapper.
Enjoy joy.
Press ‘1’ for some options.


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13.10.2010

Colors in precarious equilibrium.
Destroy the wall


01.05.2008

Spring connected spheres, mutating color-schemes.
Get scientific with the molecule.




29.10.2004

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.
















A little Shockwave physics test with wrong lightings.
Stack some Red Boxes.

01.08.2003

A dark piece.
Find yourself.



02.11.2002
 
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