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Pure Data_Visuals

A set of custom shader-driven visualisations based on live OSC data transmitted across a network from a set of live running Pure Data Patches.

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Sir Generation Videos

“Sir, You are Being Hunted” Island generation recording , showing different phases and viewpoints. (in the game all this generation is done without any visualisation)

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Snowflakes

Sets of polygons rasterized into texture data using Rotational & reflective symmetry to make snowflakes/flowers.

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Cellular Automata Shader

A simple cellular automata growth system, but with all the mesh growth calculated in a vert shader (using timestamps baked into the vert data)

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Procedural Flowers

3D flowers procedurally-generated from a custom written skeletal growth system

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3D Life

Conways Life Cellular Automata, with a vertical history of generations and a chase-cam

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Infinite Contour Landscape

Infinite chunked terrain using 2d projected marching squares algorithm to make ordinance survey style altitude-contour terrain.

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Cubic Sphere

Sphereized Cube planet, with 2 levels of altitude (ie tower/plateaus) with a WIP grass generator and a FPS controller with fake planetoid gravity

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Spherical Voxel World

Marching Cubes chunked voxel structure using distance from 0,0,0 as planet surface value + some perlin noise for terrain features. Simple player controller using 0,0,0 gravity attraction code.

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Research Hub

This post presents links to the technical articles connected with the practice component of my PhD investigating “Videogames and the Digital Sublime”. The following articles provide examples of...

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Research Info P. Racer

This post outlines some of the technical issues and solutions connected with the development of Permutation Racer, the third game produced for my PhD research. Permutation Racer is an experimental,...

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Research Info-In Ruins

This post outlines some of the technical issues and solutions connected with the development of In Ruins, the second game produced for my PhD research. In Ruins is an ambient exploration game with...

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Research Info-AvSeq

This post outlines some of the technical issues and solutions connected with the development of AvSeq, the first game produced for my PhD research. More generalised information about the game is...

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3d Roguelike test

Tinkering with a new bit of procedural code. This time its a version of a roguelike dungeon generator. I used a fairly standard set of functions/rules with the usual varying parameters of room...

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Dark Souls

Ok, So I know that many people have been writing about Dark Souls recently, and Im not sure I can add too much to the excellent article Skyrim and Dark Souls by Rich Stanton, but I have just finished...

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Permutation Racer

There hasnt been much activity on the blog for a while now, mainly due to the fact I’ve been hard at work on Sir You Are Being Hunted over at Big Robot. In fact, this post & game is also available...

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Glass Pebble

NOTE: This is a sketch of personal thoughts, written partly in response to Ste Currans talk “In the time it takes your heart to beat” at GameCamp13 in London (18/05/13) – Ste’s talk was a story, about...

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Generative AV

UPDATE: I’ve uploaded a zip containing a demo unity project (Unity4, but the scripts are extractable) and a single PD patch you can link up. (NB, some of the code is developed from a bunch of posts on...

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Avseq on steam, Sir You Are Being Hunted – trailer

Well, after releasing ‘In Ruins’ for free and the new trailer for Sir You Are Being Hunted getting over 100k views in a few days, things have been pretty busy for me and my big-robot colleagues....

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In Ruins – released

I’ve finally managed to complete a playable build of ‘In Ruins’. It’s not as completely polished as I’d have liked and theres a lot of ways I would expand the concept if I had more time to devote to...

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