A bit of research into BEAM robots. Looking at the reactive approach to sensor -> actuator control, and trying to understand what Nv Neurons and Suspended Bicores are all about. Nice to have a quick go at building something in the midst of reading stuff.
My work on Lirec has begun this week – lots of reading to start with, and putting notes on the libarynth.
I spent a lot of the weekend working on improving the fluxus documentation by writing something which might serve as a user manual. Lots of work to do on it yet though.
I’ve added (type->poly) to fluxus, which means you can do everything with your typefaces that you can do with polygons, such as add texture and deform them. Here’s an example with wingdings…
A cellular plant made by me – energy transfer between cells is working much better now, and I’ve added blue cells which are now the only ones to divide. You need to get energy from photons hitting the green cells above ground to the blues ones underground to make new cells. The big blue spheres are going to represent nutrients, but don’t work yet. I’m not sure how far to take this, as it’s not really the most fun experience – and I’m not sure adding loads of features will improve the situation.
Cells can be dragged around with the mouse and connected together. Photosynthesising cells (the green ones of course) convert photons (the little sparks) into energy which they use to divide, and pass on to the structural cells (the brown ones) which hold the plant together.
I’m hacking together the cellular plant prototype – as it might be the quickest way to play with resource management gameplay. These are some screenshots of the cells after they’ve wibbled around a little under some simple attract/repulse rules. Source here.
Two more ideas for game prototypes in sketch form…
The first one is a quick idea for a game in the vein of ‘Destroy All Humans!’ where you are a giant plant which can pull down buildings and cause mayhem. Think inverse sim city – start with a big smelly city and when you’ve overgrown and converted it into fields you’ve won. I was just thinking of how fun working on a traffic+crazed crowd simulator for this would be, but it’s possibly not really the right ambience for the groworld project 🙂
The next one is an idea for growing plants on the cellular level – and some ideas for how the cell’s dynamics and animation could work. The idea is to pull energy from photosynthesis into the ground where it can mix with nutrients to cause further growth. It’s partly inspired by the Plant Dungeon idea from Tale of Tales.
A better font drawing primitive for fluxus. The text primitive has been in fluxus for ages, but uses textures – it’s about time fluxus had a geometric type primitive like this. It might prove an interesting way of quickly generating geometry when livecoding.