SPACECODE

We livecoded a planetarium! I didn’t get any photos of the slub performance as I was a little busy, but Matthew Yee-King’s photos are here. Thanks to Pete ‘the dome’ for all his hard work, and sorry for nearly blowing up his speakers :/ Fluxus is now compatible with Plymouth University’s Immersive Vision Theatre!


Some pics of the wronghead’s performance:

There are more on my flickr page, and some movies too…

Jam City first playable

First playable in games is the first version that actually runs and demonstrates some gameplay elements. In the vast world of games-that-are-actually-silly-ways-of-livecoding-music, it’s the first version that makes some form acceptably arranged noise.

I’m not really sure if this is going to be runnable at our first ever planetarium gig next week, I’d written it off as there seemed way too much to get done, but then carried on hacking away anyway and it now kinda works.

Jam City

Slowly getting there, pollution, new animated note triggers and a cursor for making them, and tidying up the planetarium projection code so it’s easy to plug it into an existing script, and it plays nicely with all the camera operations.


Time syncing headaches

I’ve just spent the last two days tearing my hair out on time syncing the traffic livecoding prototype. It all comes down to a combination of spline based animation and techno. The problem is that the vehicles can collide with each other at any time and try evasive manoeuvres, but when the way is clear again they need to time their animation so they reach the next section of road exactly on the beat – in order to trigger any potential sounds that are there (I haven’t got as far as adding the triggers yet). This is much more complex than Al Jazari – where the world was simple enough that I could simulate all the interactions between the robots ahead of time, and delay the animation to match the audio. I’ve also added traffic lights which need to be able to change at any time, which didn’t help. Fingers crossed, and despite a few animation glitches left to sort out – I think it’s working now.

In the meantime, I’ve come to enjoy this deeply place-holder aesthetic:

Emergent road rage

I’ve added collision detection so drivers avoid hitting each other, but there is no way of getting out of deadlock situations between two drivers – i.e. no reverse :) This results in some nice emergent queuing behaviour.