Sunday, 17 August 2014

Unity final: abstract world explorer

This is my final from unity. I attempted to create a game like scenario where a controlled character is dropped into an abstract world. The world I created has been made from exploring the with the terrain editor tools. I experimented with things such as making mountains and hills. I also used the mass tree generator to make many palm trees. The world is created from half abstract brightly coloured texture and half normal grass texture. I played around with the 3rd person controller settings and speed up the persons sprint speed and jump height. One thing I enjoyed about this composition was exploring the terrain and trying to climb to the top of the mountain without slipping down. 

Dropbox Link: https://www.dropbox.com/s/f2bbvnlrq9nv06x/unity%20thing.app













Lightning storm

This is my final for quartz composer. I used a patch i found on the internet which somewhat looked like lightening. I used the math functions to speed things up and altered the colour to make it look more like lightening. I used the audio input to control the frequency of the movement of the 'lightening'. I placed an image of a haunted house in the background to try and great an eerie feel. I attempted to create a horror scene which i feel turned out somewhat unsuccessful due to sharp edges of the lightning. It may have looked better if i could have created some sort of outer glow.
Dropbox link: https://www.dropbox.com/s/6eqbauoyhpcrd0b/Blue%20%281%29~~~.qtz







Final 2: Fireworks worm

This is my final for processing. I experimented with the mousex and mousey functions to make the ellipse follow my mouse around. I have included the easing function so there is some delay after the mouse moves. I have included multiple ellipses to follow my mouse all with an increased amount of ease to create a trail behind the first ellipse. I have experimented with randomising colours and opacities. Unfortunately I had aimed to include the mousePressed function to create a new ellipse to join the trail every time I pressed the mouse. I spent many hours trying to achieve this but was never successful. I was also unsuccessful in creating a for loop for the ellipses so i had to type the code out manually. I like this composition because it is satisfying to watch the ellipse morph into one another when the mouse is kept still after movement. 

Dropbox link: https://www.dropbox.com/s/xvl3zij6pvc51tu/This_is_da_final.pde












Code:




float x;
float y;
float easing = 0.4;

float x2;
float y2;
float easing2 = 0.2;

float x3;
float y3;
float easing3 = 0.16;

float x4;
float y4;
float easing4 = 0.12;

float x5;
float y5;
float easing5 = 0.08;

float x6;
float y6;
float easing6 = 0.06;

float x7;
float y7;
float easing7 = 0.05;

float x8;
float y8;
float easing8 = 0.45;

float x9;
float y9;
float easing9 = 0.40;

float x10;
float y10;
float easing10 = 0.35;

float x11;
float y11;
float easing11 = 0.30;

float x12;
float y12;
float easing12 = 0.25;


void setup() {
  size(840, 860); 
  noStroke();  
   noCursor();

}

void draw() { 
  background(0);
 float r = random(255);
  fill(12*r,7+r,22-r);
 x += (mouseX - x)*easing;
  y += (mouseY - y)*easing;

x2 += (mouseX - x2)*easing2;
  y2 += (mouseY - y2)*easing2; 
  
  x3 += (mouseX - x3)*easing3;
  y3 += (mouseY - y3)*easing3;
  
  x4 += (mouseX - x4)*easing4;
  y4 += (mouseY - y4)*easing4;
  
  x5 += (mouseX - x5)*easing5;
  y5 += (mouseY - y5)*easing5;
  
  x6 += (mouseX - x6)*easing6;
  y6 += (mouseY - y6)*easing6;
  
  x7 += (mouseX - x7)*easing7;
  y7 += (mouseY - y7)*easing7;
  
   x8 += (mouseX - x8)*easing8;
  y8 += (mouseY - y8)*easing8;
  
   x9 += (mouseX - x9)*easing9;
  y9 += (mouseY - y9)*easing9;
  
   x10 += (mouseX - x10)*easing10;
  y10 += (mouseY - y10)*easing10;
  
   x11 += (mouseX - x11)*easing11;
  y11 += (mouseY - y11)*easing11;
  
    x12 += (mouseX - x12)*easing12;
  y12 += (mouseY - y12)*easing12;
  
  
  
  
  float targetX = mouseX;
  
  
  float dx = targetX - x;
  if(abs(dx) > 0) {
    x += dx * easing;
    
    
  }
  
  float targetY = mouseY;
  float dy = targetY - y;
  if(abs(dy) > 0) {
    y += dy * easing;
   
   
  }
  

  ellipse(x, y, 30, 30);
  ellipse(x2, y2, 30, 30);
  ellipse(x3, y3, 30, 30);
  ellipse(x4, y4, 30, 30);
  ellipse(x5, y5, 30, 30);
  ellipse(x6, y6, 30, 30);
  ellipse(x7, y7, 30, 30);
  ellipse(x8, y8, 30, 30);
  ellipse(x9, y9, 30, 30);
  ellipse(x10, y10, 30, 30);
  ellipse(x11, y11, 30, 30);
  ellipse(x12, y12, 30, 30);
}



Final 1: Tunnel Creator

This is my final for threejsplaygnd. I started off by making an interesting shape using the torus knot. I experimented with the swinging camera and mesh position. I have attempted to make the torus knot look like it is coming out at you. I experimented with also making the knot rotate but decided against it because if felt like to much was going on. I like this composition because it looks as if the torus knot is creating a curved tunnel.












Code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/three.min.js"></script>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/Detector.js"></script>
<script>

if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer;
var geometry, material, mesh;

function setup() {

var W = window.innerWidth, H = window.innerHeight;
renderer = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer.autoClearColor = false;
renderer.setSize( W, H );
document.body.appendChild( renderer.domElement );

camera = new THREE.PerspectiveCamera( 50, W/H, 1, 10000 );
camera.position.z = 500;

scene = new THREE.Scene();
// paste your code from the geometryGUI here
geometry = new THREE.TorusKnotGeometry(171.39, 11.78, 100, 100, 11.01, 15, 1);
material = new THREE.MeshNormalMaterial({shading: THREE.FlatShading});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);


}

function draw() {

requestAnimationFrame( draw );
// experiment with code from the snippets menu here
mesh.position.x = Math.sin( Date.now() * 0.01 ) * 50;  
mesh.rotation.z = Date.now() * 0.000;
//swinging camera
mesh.position.z = Math.sin( Date.now() * 0.003 ) * 600;

renderer.render( scene, camera );

}

setup();
draw();

</script>
</body>
</html>

Monday, 11 August 2014

Research

http://vimeo.com/24445851


I find this work very interesting due to the touch input and which creates exciting output along with audio output. I like the realtime aspect and this work creates a very exciting aspect to creating music.
It could almost be turned into a game.

Sunday, 10 August 2014

Experimenting with 3rd person control perameters


 Experimenting with 3rd person control perameters such as walk/run speed, jump height, gravity etc
I find the game / simulation to be more fun when the walk and run speeds are high.

Experimenting with Unity

Experimenting with Unity. I have made a terrain added trees and used a 3rd person controller to be able to walk/run around the terrain.

Creating terrain in Unity


Creating terrain in unity. So far unity has been the hardest program for me to grasp. I using tools in the terrain editor window. This is an example of terrain with a grass texture on it.

Audio input + particle generator + sunbeams+ wave generator

Audio input + particle generator + sunbeams+ wave generator.
Seems to create a bubbly 3D look where the particles look like they are going to jump out at you.



Audio + lathe









Experimenting with audio input + lathe. This configurations works the same as the audio + jelly in the ways of quantity of output but the lathe function creates a different output.

Experimenting with quartz composer

This is the audio + jelly configuration. The audio input determines what the output will look like.
If the audio input is high there is more colours, shapes etc. If there is little audio input there is little visual output.