Tag: code

  • SVG clocks

    SVG clocks

    Inspired by my Web Media students at Ravensbourne, I made a spiral SVG clock and put it up on github https://github.com/pixelpusher/svgclock. You can see the clock in action here.

  • Computational Designer In Residence at Ravensbourne

    I’ve recently been appointed as Computational Designer at Ravensbourne, which allows me to continue developing open source software for art and design and also teaching people how to make things using software (and programmable hardware).  Just as in my TEDx talk about the need for teaching technology and creativity, Ravensbourne has graciously agreed that “Computational…

  • Toad Particle Draw on Android

    This is a bit silly – been playing with Processing, getting into the deep geometric capabilities of toxiclibs and GLGraphics and Android. It started as a new VJ… er, “pixelist” app for live performance for a jam session celebrating our friend Olivier Ruellet’s life and untimely death last year from what we think was swine…

  • New ARToolkitPlus for Cinder Release

    Just wanted to announce that I’ve updated the ARToolKit block to use much better methods for detecting and loading patterns and also integrating proper 3D positioning, as people have asked for. The newest version should be here: http://code.google.com/p/artoolkitplus-for-cinder/downloads/list  

  • Processing Minimal Scenegraph

    I’ve been thinking recently about Processing and animation.  One of the really nice things about it is that it lets you build up visuals from the ground up, from fairly minimal amounts of code and basic shapes.  Contrast this with Flash (ActionScript 3.0) where immediately you are using complex objects with a display hierarchy built-in.…

  • ARToolKitPlus in Cinder

    UPDATE: THERE IS NOW A BETTER VERSION HERE   Well, there you go.  I decided not to use OpenFrameworks for my project, after all.  I think Cinder looks more promising.  So, I spent a few hours today getting to know Cinder, and porting the ARToolKitPlus example to it. This is my first attempt at a…

  • ARToolKitPlus in OpenFrameworks

    I’ve been working on an interesting project for early 2011 using augmented reality (AR) and Animata (from Kitchen Budapest). I’ve looked at using Processing for it, and Flash, but nothing really speaks to me as far as speed and reliability and flexibility of development.  So I looked into OpenFrameworks and ARToolKitPlus, which was recommended to…

  • Creative Pact Day 2: CatFishTron

    Today I’m going to create more of a “game,” eventually called CatFishTron.  No, really.  I’ll be learning how to add sound to a game, a moving background, and maybe, if I have time, add some self-removing sprites (for explosions, etc!) First task – to make a sprite “blow-up” in AndEngine you use a SequenceModifier and…

  • Simple Depth-of-field in Processing

    I hacked up an example of doing depth-of-field in Processing, based in part on the Bloom example that comes with the GLGraphics library, and heavily in part on Memo’s pervious experiment with DOP.  It does depth-of-field based solely on the brightness of the pixels, and relies on the fact that the background is white, but…

  • Featured on SketchPatch

    I’m proud to announce that the gang at SketchPatch.net were kind enough to make me the featured artist this month! For those of you who haven’t seen it, SketchPatch is a playground for Processing sketches, where you can create, edit, share, and copy others’ sketches.  All sketches on the site are Creative Commons  3.0 attribution…