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Processing Blogs -
10 hours and 18 minutes ago
source
code
With obvious nod to Peter Saville, this is
just a bit of Perlin Noise - the
connoisseur’s flavour of randomness. For some reason these applets look much messier in a
browser than they do running locally, as it seems incapable of fading completely to black, which
doesn’t help quell my urge to switch back to Flash.
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Processing Blogs -
23 hours and 52 minutes ago
Nintendo DS Touchscreen

Mario vs. Donkey Kong 2: Levelediting on the Nintendo DS
Nice links and posts along the way. Critical Gaming Network wrote a short feature
upon level-editors on the Nintendo DS. They praise freedom, the touchscreen in bringing,
compared to making and editing levels with plain buttons. Word!
Editing terrain is like painting. Positioning units/players/enemies only requires a drag and
drop. After designing levels for the original Advance Wars on the GBA, I’ve found the touch
screen controls to be absolutely liberating.
Microsoft Kodu (formerly Boku)
At the CES 2009 Microsoft presented Kodu, a new interactive 3-D modelling tool to create, edit
and modify 3-dimensional worlds. Kodu is meant as a teaching tool for kids, to learn game design
concepts. It can be loaded straight to the Xbox 360 via the Community Games Channel. So it is not
exactly a game, but as you can imagine, Microsoft wants a new generation of young people to grow
up on Microsoft.
This whole thing just feels so… Microsoft. And I don’t know how many people now have
to think of the way of editing things at little big
planet. I highly recommend to read this
excellent article about Kodu on Create Digital Motion. No real questions open after that.


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Processing Blogs -
1 days and 11 hours ago
Here is the source code for the last post using the new augmented reality library. In this case,
I use the JMyron as the capture mechanism. It displays a short quicktime video
“mv02.mov” on top of the marker.
import JMyron.*;
import processing.video.*;
import processing.opengl.*;
import pARToolKit.SimpleARToolKit;
SimpleARToolKit ar;
int capWidth, capHeight;
JMyron m;
Movie mov;
PImage img;
void setup() {
size(400, 300, OPENGL);
[…]
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Processing Blogs -
1 days and 19 hours ago
Live Coding 001 : font & mouse. from v3ga on Vimeo.
The video shows how to import a true type font and use it within the javascript code through the
library object. Images are managed the same way, by drag’n’dropping files on
the main window.
One can see a quick glimpse on how to handle mouse events by implementing the
mouseMoved(x,y) function on the fly.
Tranformations and drawing syntax, as well as 2D/3D coordinates system, is of course inspired
from Processing, though minor differences remain (see
window.width and window.height for example). Also, you’ll notice the
three main functions that are init, update and render. init()
has to be called manually to load objects from the library or declare variables to be used
through the whole script.
Hopefully I will release a version for Mac Intel at the beginning of February.
Click to see the video in HD.
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Processing Blogs -
2 days and 6 hours ago
Quick test of a sketch I did in processing. It captures a live image from my isight camera and
then allows you to warp it by dividing into scaled quadrants. You can get processing for free at
processing.org and my source is available here: http://tinyurl.com/73eqak
Author: grinick
Keywords: processing
free programming motion graphics #expression irc warping
Added: January 7, 2009
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Processing Blogs -
2 days and 7 hours ago
I’m at a loss to excuse myself for this one:
Pixel Pop
It’s supposed to be a rhythmn game, but Flash is pretty damned awful at keeping time. But
we were forced to make a music game, so a music game we made.
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Processing Blogs -
3 days and 9 hours ago
I modify the previous ARToolKit library for Processing. It has a better programming interface and
tracking performance. You can choose either to use the Capture object or the JMyron object for
the live video. And the canvas size can now be different from the capture size. Have a look of
the demonstration video.
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Processing Blogs -
3 days and 9 hours ago
This is the new version of the augmented reality library for the Processing programming
environment. It built upon a re-compiled version of jARToolKit and is tested on the latest
release of Processing.
Author: chungbwc
Keywords: Processing.org
ARToolKit augmented reality
Added: January 6, 2009
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Processing Blogs -
3 days and 18 hours ago
Ladies and gentleman. I am sure, that you already know Vague Terrain, a virtual magazine on
digital art, culture and technology. They regularly compile some kind of virtual journal on
certain topics, that are very up-to-date or ahead-of-its-time and deal in between cultural and
technological shifts in the field of art, practice and culture. They for example had past
journals on the “Rise of the VJ” or
“Digital Dub“. Besides texts and
theory, foremost works from artists find their place in this magazine. The recently released
number 12 of Vague Terrain, about the hot topic Device Art. In December they asked me for a
contribution and it didn’t took me long to just agree. Vague Terrain is just great!
As many of the fellow readers know, I do not only write at this place, but also over at Eggshell-Robotics. My contribution therefore gives an
overview of traditional and most
recent developments on devices that can be coded, bend or broken. The second part focuses on robotics,
because this will be the next thing to come, for everyone involved into art and tinkering with
stuff.
The next issue of Vague Terrain will be about “citySCENE”. The call for works
just already started. Just take your chance!


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Processing Blogs -
4 days and 18 hours ago
I found this at Tiny Cartridge. Pretty much a long
interview with Jeff Luke, who is the responsible art director for Scribblenauts,
Lock’s Quest and Drawn to Life for the Nintendo DS.
The interview is divided into two parts (Part
1 / Part
2) and really leave no questions open - if you ever had questions about drawing, making and
handling graphics for mobile or console development. Jeff Luke is the man, who does game design
and art management at 5th Cell.

Scene from Scribblenauts
I highly suggest to read all of this interview. Some - maybe surprising quotes - should give you
some extra-motivation to go through all of it. Jeff says on developing graphics for the DS:
“Well, one of the biggest things to keep in mind is the different brightness settings. You
need to make sure your game looks good on all brightness levels which can sometimes be quite a
hassle, but in the end, it’s the attention to detail that can make or break the experience
for gamers. In conjunction with the resolution, screen real estate is a really big issue. You
need to always be aware of exactly how much space you have on that screen at all times. Make a
GUI sprite too big and you just end up having to redo it.”
“(…) we just make sure we create the original assets in high res and then scale down
from there for in game art if needed. All of the portraits in Lock’s Quest started out as
massive, multi-thousand pixel, full-body images of the characters that we then scaled down and
took just the upper body portion of for the portraits.”

Scene from Drawn to Life


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