code as texture, code as material
category: general [glöplog]
http://www.gamelab.com/reports/2007-dec-game_mod
I like the idea of obsessing about some source material and remixing it in many different ways, and I think they managed to do this gorgeously.
Quote:
Spanish digital media designer Steph Thirion recently posted a beautiful video of his latest workshop piece, Game Mod.
Thirion describes the project as “a six hour long workshop with the objective of showing the participants that it is not required to understand code to experiment and play with it.
Although they had no experience in coding, the task of each participant was to make a mod of a breakout clone built in Processing.”
I like the idea of obsessing about some source material and remixing it in many different ways, and I think they managed to do this gorgeously.
Also about de-mystifying code to make it something a bit more profane, and making its production/manipulation less dauting, more accessible, and even a source of joy of its own.
also for further info: http://www.trsp.net/teaching/gamemod/
processing seems like a nice environment to fool around in, i wish i had more free time to play with it
That's a nice idea for a compo. Code remix...
xernobyl, I was thinking the same thing, and with some adequate development, pouet.net could kind of be it's ideal support.
Another spanish CODING IN SPANISH. :|
But it would have to somehow chalengable... like using source for a different platform... you would have to port and such...
processing, damn it. works everywhere. well, almost. more then c crap with shitloads of libs that need a half dozen kernel recompilations whenever you want to use them elsewhere.
code as texture?
we DID use sg like gluBuildMipmaps( ... ... .., SetPixelFormat) in mollusk at some point because it was nice and noisy...
we DID use sg like gluBuildMipmaps( ... ... .., SetPixelFormat) in mollusk at some point because it was nice and noisy...
the editor or processing is something you absolutely want to avoid using. It's nice for some quick prototyping thou, if you don't program regularly.
xernobyl, I do program in english... or... kind of. There is spaniards that do programm in basque and catalan too (I'm sure deep in rgba's scripting engine there is quite a lot of basque code :) )
basquell, maybe?
xernobyl, I posted some code in Spanish, because I did the code for a spanish friend who is not good at English. But I use to code in English the most of the time. It is really a not good practice to code in Spanish if you are going to publish the source... Unfortunatelly, Spain have one of the lowest English level in Europe, maybe due lacks in the school system...
yep, the processing editor is horrible but you can easily use the core.jar in eclipse
This is the most beatiful thing I've seen in years...
Quote:
xernobyl, I posted some code in Spanish, because I did the code for a spanish friend who is not good at English. But I use to code in English the most of the time. It is really a not good practice to code in Spanish if you are going to publish the source... Unfortunatelly, Spain have one of the lowest English level in Europe, maybe due lacks in the school system...
Oh. I thought you were just bad with languages ;)
I blame the movies (dubbing). The only spanish guys I talk to are experienced sceners and they're able to speak english pretty well.
My vars usually don't really have a language and I forget what things were supposed to be, and my comments are usually non existent so I really shouldn't complain :D
It remembers me so much of the early days of gwbasic, with the instructions to draw lines, circles, elypses, setting background colors...
The dubbing... it is other part of the low English level I think. During our dictatorship (from 1939 to 1975), laws enforced all films to be translated into Spanish. From this, we have one of the biggest dubbing industries in the world, and it doesn't look to be changed soon. The problem is that films are a good tool to learn English, but we don't use to have original sound in cinemas, film rentals or tv. Since all films are in Spanish, we are used to it also. All is related...
basically we can pretty much say that no spanish person is in contact with english in his entire life unless (s)he moves to another country to work... for some rare reason.
on processing; yep, it's the old qbasic kind of thing (I would not say gwbasic) but oo and with opengl behind. You can do also pure opengl (like "gl.glEnable( gl.GL_BLEND );" to do more powerful things but then I don't see the advantages over C++ basically. Yet, it's cool that you have libraries for almost anything (like for camera capture and image segmentation)... Funny thing is to see that this processing guys (the generative graphics sceners) are reinventing the old tunnel effects and all that sort of old stuff ... 15 years later... but well, it looks much cooler of course.
on processing; yep, it's the old qbasic kind of thing (I would not say gwbasic) but oo and with opengl behind. You can do also pure opengl (like "gl.glEnable( gl.GL_BLEND );" to do more powerful things but then I don't see the advantages over C++ basically. Yet, it's cool that you have libraries for almost anything (like for camera capture and image segmentation)... Funny thing is to see that this processing guys (the generative graphics sceners) are reinventing the old tunnel effects and all that sort of old stuff ... 15 years later... but well, it looks much cooler of course.
iq, the strong point is lowering the barrier of entry. For those who have to code (not having to bother tracking down libraries and package them) to those who will watch its result (because it will basically work without having to download+install anything)