Archive for the ‘Computer Graphics’ Category

Hackfest 1000001 Postmortem

Wednesday, March 21st, 2007

20 March 2007 – meat soup and meat sandwich (meatball and chicken salad)

Since Last Week-
Erik- working on Enterprise Resource Planning, keeping track of everything (in ruby)
 2500 lines of code, not even close to first prototype yet
 collecting 800 facts about each little sensor they manufacture
 his head would implode if not for rails
Mark- (last week was 11th week of 2007)
 his company travelling to some major city for biz dev
 object oriented relational type system – read lots of stuff on lambda the ultimate (soft typing systems)
 enough testing is equivalent to strong typing – "strong typing is just constant folding of type assertions" vs "some things not expressability in some languages" like in pi calculus (impossible to express a deadlock)
Drew- stumbled upon plotkit – javascript library for plotting
Graham- found a way to link to pages within a pdf document

along these lines, Erik clued us into Scribd, which aims to be "YouTube for Documents"

This Week-
Drew- working on NDA stuff. going to China next week
Erik- working on samplemygoods using rails webforums
Mark- drawing arrows with interesting properties in nodebox
Graham- on PS2 for my Comp. Music Analysis class

Erik- samplemygoods.org and dot.com will be live tonight!
Sonali- building content management for the quilt site
Tejus- tried to compile icecast on Mac-wrote a blog post on JUnit
Mark- swinging arcs in nodebox

"every website complex enough contains an ad hoc content management system" – Mark
variant of Greenspun’s Tenth Rule

Hackfest 1000000 Postmortem

Wednesday, March 21st, 2007

13 March 2007 – new member Drew!

works at Gametap managing data services for saved games, scores, other important info.
does some cool python open source development.
wants to do more procedural graphics and sound. djs.

http://djfroofy.livejournal.com/
http://xix.python-hosting.com/

he recommends:
the GDC2007 lecture from Koji Kondo on interactive game scores
pyweek, compete to build a game in a week in python

Since Last Week-
Mark- worked on qaboom php code
Alex- handhelds have a discrete sampling period 16ms (typos)
submitted to a background check for work
Graham- built ChucKLib into Playmotion.
jammed with Mark and made a video.

This Week-
Emily- writing a paper on difference between Trent and Luther- good works vs. non-chosen salvation.
Mark- testing performance of python sequence functions, wanted to cheaply iterate over sketch points.
Alex- solve 2 keys at once
Graham- not much, documentation. need to do the MIR homework.

Hackfest 111110 Postmortem

Wednesday, March 21st, 2007

27 Feb 2007 – return from pycon

Gavin is the dude serving coffee and tea tonight.
atlhack.org was down because drupal was hosed.
(ps- was due to the missing user 0 bug:
http://drupal.org/node/34847http://devbee.com/all_important_user_zero)

Since Last Week-
Graham- got a UDP interface compiling in XPCOM.
-released chuck assignment for cs4950.
Mark- colo dudes say open-top server probably ok.
-has many stories from pycon, will transcribe.

new face-
Hamed Hashemi-
worked for Mark’s company, now works for Hakano, a Web2.0 consultancy startup.
they have a framework for quickly building web applications.
He also wrote RadioJavan.com, a website for Persian music.

Sonali- onto next project. working on the website (almost done).
starting a company with Tejus- building website with WordPress with company ideas.
A small contracting company with designers and programmers.
Structural Fusion- ruby on rails and free software- easy for small businesses to use.
Use case- T’s parents, have a small company of 3-4 people.
Websites should be easy to change and add products.
Documentation so non-CS users can administer- with AJAX tools and maintenance tools.

Tejus- worked a bit on ruby mp3 player.

Jason- qaboom LLC.
Met guys for partnership- license them the tech, have them market qaboom.
Went to visit them in Corona (Fender guitars).
Agreed to work for them verbally- was unsure about them- family expressed doubts.
Would not sign until he sees a lawyer.
Tony is trying to steal Jason’s code and domain.

advice from design of qaboom-
Record all information – ip views – can be used to debug, can be used creatively.

Will- not sure if he wants to work for Coke.

Plans for this Week-
Graham and Mark- try talking between chuck and python (nodebox) via OSC.
work on getting OSCkit compiled for XPCOM, then ported to mac.
Sonali- wordpress stuff.
Tejus- Design work and resume updating.

Tonight’s Reality-
Graham and Mark- got nodebox talking to chuck via OSC! synch music.
(have held jam sessions on Thursdays hereafter)

Hackfest 111010 Postmortem

Wednesday, January 31st, 2007

30 Jan 2007 – post sonic generator

We met Jeremy, completing his PhD thesis in computational chemistry.
Mark, Graham, Alex, Martin, and Lauryn went to Sonic Generator II.
The comic book improvisational piece delighted us all.

Alex- thinking about typo detection- will hack up Google maps.
  Tried to speak to a girl who looks like Jenn but is not Jenn.
  Zach not coming, its too late.

Mark- getting a new copy of IntelliJ (closed source Eclipse). TextMate instead.
  Going to implement Paolo Soleri in js livecoding environment.

Graham- turning in first MIR assignment on classifying tabla strokes.
  investigating embedding chuck into openGL program.

Hackfest 110110 Mortem

Thursday, January 4th, 2007

4 January 2007 – more loud djs

The music seemed to be less loud tonight. But it was because they moved the PA from the tables area over to the bar area. Which made the experience slightly better.

Mark and Graham have a great collaboration idea. We want to improvise together (js and ChucK).
This was inspired by Mark’s shape livecoding work.

Our plan is to have one of us create a "pulse" of OSC events – and then both of us can create synthesis code that works within the pulse. That way, both the graphics and music are synchronized.

Since it doesn’t look like javascript has support for OSC yet, Mark may have to create an OSC implementation using priviledged js code that uses a socket library (nsIServerSocket). Once this is done, we should be able to start jamming together.

Hackfest 10101 Mortem

Thursday, February 9th, 2006

9 Feb 2006: Kicking Ass and Taking Notes

Earlier today Graham attended the GVU Brownbag welcoming the newly minted, formerly GSU – Gatech BrainLab. They work with developing invasive and noninvasive brain interfaces for control of typing, surfing the web, etc.

Joel came! He quit his job touching up photos and maps.
He has 2 big projects and one small one.
1. Narration of an epic story through illustration.
2. Digital audio instrument: keyboard + trackpad with deformable grid
that allows you to navigate through harmony and scale space.
e. Tattoo artistry for his friends.
3. Children’s book as studies for number 1.

Graham and Joel went to dorkbot-atl to see Kevin and Steve talk.
The presentations were on video sculpture and gamelan-western hybrid music.

Vinny and Grant discussed Web 2.0 business models.
References: Gallery Nucleus, Kaneda, Video.Google, Homestar Runner, Achewood.
Zero cost distribution for creative works (other than the work creating them).
Grant wants to develop more of his creative side-projects.

Luke got published on Digg and Engadget. He hacked his phone to run Linux + apps.
This week he is learning a little about eclipse, eclipse plugins, rhino, and the linux usbnet module.
Currently in Baton Rouge on assignment.

Luke and I will be having a crawdad boil in the future. You will be invited.

Ben has started work for Bill. He’s working on a secret feature for Messenger.
"The weather is lovely because the jet stream just shifted
But it will be gone in a week and then back to the doldrums."

Music: an eclectic mix of alt-country, including Bright Eyes, courtesy of Octane.

Podcast 1111

Monday, December 12th, 2005

The audio is alive!

Punctuating Clocks

Monday, November 14th, 2005

In Laurie Anderson’s performance piece The End of the Moon she suggests that instead of ending sentences with periods, we might end them with clocks, signaling how long was spent on each.

I thought, "Emacs!", with the idea of making a gimmicky blog toy. Luke convinced me we might work to make it more generic, so it could be used as a program analysis tool as well.

The first version is rough, inserts directly into the text, and doesn’t account for edits.

Future versions will have the following characteristics:
1. Instead of using keystrokes, will take advantage of emacs’ structure of generic coding-text systems. It already knows where the statements begin and end.
2. Represent the time-stamps in some hidden form in the text, perhaps like glyphs or text properties. This would imply a separate render command. Luke points out that we’ll need accompanying files with these annotations for the source code case.
3. Come up with more clever renderings.
4. Can turn the system off.

The first draft is at ravelite.org/code/clocks/.

Road Atlanta – Microsoft Forza Motorsport vs Reality

Wednesday, September 28th, 2005

For people interested in computer racing, I found a video on Google Video of the Popular Science bringing Forza head to head with reality on the Road Atlanta track.  Some MS developers, Popular Science crew, and Panoz Motorsports (www.panozmotorsports.com) guys compare, side by side, laps on the console to laps in reality captured with hood mounted cameras.

http://video.google.com/videoplay?docid=-4261577868516679739&q=%22road+atlanta%22

Suckerville: the Game (miniature agent-based society simulator toy)

Monday, September 26th, 2005

Suckerville: the Game (early planning phase) is based on the comics I write. A few of which are at my comics page. I thought it would be neat to create a game with these characters where you could interact with them. This idea transformed into a lofty concept for a complex(-ish) society simulator. This game is single player and therefore all of the society, except for the players character, are simulated.

This game is loosely inspired by the Nintendo’s “Animal Crossing.” I saw my brother playig it one day and noticed his character had a shovel. I asked if he could hit people on the head with it, for a hilarious cartoony response. The answer was no, unfortunately. I thought I’d make the game like this except you could hit people on the head with a shovel. Naturally this would only be fun If they reacted to what you did, but how far could this go? The problem with the characters in Animal Crossing is that everything they do is tightly scripted. How can characters made to be dynamic. Many game programmers dream of creating emergent behavior in their dynamic content. Is this even possible?

Imagine walking around a city of ridiculous cartoon characters. They talk to you and to each other. They tell you what they like and dislike. They tell you that they don’t like it when you hit them with a shovel. They don’t like it when Charlie down the block hits them with a shovel and ask if maybe you could do a favor and hit him with a shovel. And the shovel smacking is only one of the many things you’ll be able to do. The point is, the characters “know what you are doing and they “remember”, and this affects the way they behave towards you. These characters are not like the typical video game characters that sit around helplessly while you run their errends either. They can do all of the same things you can do. And they can talk to each other as well as you.

The original idea is based around concepts

  1. Each character in the game can do anything the player can do. They do not sit around and wait for you to talk to them, but rather they have a simulated daily routine.
  2. Each character can like or dislike objects, characters, places or actions. Each can observe what any other character does, including the player, within their vision and decide whether they like or dislike what is happening.
  3. Characters can talk to one another and spread their information.
  4. Goofy stuff should happen often. The game should be dynamic and things should change over time. The general feel of the game is one of mayhem and humorous mischief.
Goals and Challenges

To make the game as dynamic as possible. In a game each character may become your friend or your enemy. Maybe you’ll see them a lot, maybe very little. Where are your favorite places? Can the game seem different every time? How can you make the game elements random but not seem like noise? Can the decisions a player makes, make a big impact in the world?
They characters should be complex enough to be interesting. Each character should seem different from the others, and should seem to have a life of their own. Their personality and personal experience should affect what they decide to do. The player should get a sense that there is a whole world around him and that much goes on behind his back.
How far does their AI model need to go at simulating their personality? Is it possible to make the model complex enough so that they seem life-like? Can a general behavior model allow each character to have quirks? What sort of group behavior will emerge?
The player should feel free to do a variety of things. No game will allow a player to do everything, but the player should be able to react to the people and objects in the world in a variety of ways.
The game should be funny. Is it possible to create emergent comedy?