I’ve minted my first piece on Hic Et Nunc. It’s a Virtual Reality work called Decision Tree. You may experience it fully on your browser or in VR, and you may – but certainly don’t have to – purchase it. The 2D version should work anywhere; the VR (namely, WebXR) version is best viewed […]
Tableau Vivant: The Living Room is a “living” painting. It is rendered in real time: sixty frames per second, twenty four hours a day, its lighting and inner life reflect the current time of day at every given moment. Inside a sparsely lit room, a rolling ocean moves agonizingly and hauntingly slow, as the painting’s […]
I published a Medium Article about my creative process. It involves code, music, creativity, getting stuck and letting go. It seemed to resonate with quite a lot of folks – I’m grateful. The Art of Dreaming Up Worlds
A little late-night A-frame doodle Inspired by Dan Shiffman’s excellent vid and the brilliant book. Sauce (The entire logic boils down to “Math.floor(Math.random() * 2) > 0 ? ‘/’ : ‘\\’;”, really)
Had a little fun with shaders, testing what works and what doesn’t in VRChat’s avatar upload pipeline. Pretty impressive results, particularly with the time-based animations. Some weird clipping issues but much better than nothing.
Recreated the Random Pitch Generator I once made online as an actual iOS/Android app, made in Unity. Will soon publish to both stores. GF is beta testing (she’s the target audience). Not a ton of discoveries but converting bpm and tempo to seconds and back, and programming an actual metronome, were quite fun to […]
Purists might say it doesn’t count as an Everyday, but I spent today on a Intro to Unity & VR Lecture and accompanying Unity mini-game. It’s a very last minute thing and kept me working into the night and I hereby decide it totally counts.
Live Made this during a turbulent flight on a dying computer – much less involved than I’d like but I enjoyed playing with envmaps. Click to change. [everyday 061417]
More realtime vertex displacement. However small the animated values, for a true fluidity, shaders seem to be the only way. Back to shader work soon. [everyday 061317]
Inspired by a visit to the LCM and toying with some C64s. Live here Controls: WASD + space Had enough time to implement: terrain, background, stars, movement, shooting Not enough time: enemies, game, raycasting, collisions, the rest of it. I love vertex deformation! [everyday 061017]
Was going for a more interesting thing and ran out of time. Happens w/#everydays. [everyday 06/09/17]
In preperation for a (physical) musical project, I made a small Pyhagorean harmony generator / explorer in p5.js. 2D work was refreshing, but some of the affordances of p5.sound were less than amazing; I needed to use a third party music lib to quickly equate between midi values, note values and frequencies. I particularly enjoyed implement a […]