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GML Viscosity

So here it is, the application and source code for GML Viscosity.

I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you’re thinking of using it and come up with something nice, let me know. After the first release i have fixed some problems with memory access and crashes. I have also added a simple UI for easy pick of tags from the “data/tags” folder on your hard-drive.

What is it?
- GML Viscosity
is an experiment. It is application used to draw GML tags on a viscous liquid rendered purely on the GPU side.

What does it do?
- It liquifies your tags, in a way you can hardly read them but still looks cool (thats graffiti).
- It is possible to load gml files from the disk or directly from the “lots of zeros”book database.

How can I interact?
- Not implemented on this version. This version selects and draw gml files randomly from the web or from a tags folder. For a smart person it should be easy to add mouse support. The code is also prepared to support multitouch so, it should be easy to implement TUIO and create your multitouch version.
- Use ‘r’ key to randomly fetch a new tag from the website and if available it will draw it on the screen.
- Use the GUI window to pick any tag from the folder “tags” inside data folder.

Where can i get it?
Windows Version | MacOSX Version

Have fun.





Sunflower source code

After releasing Deep’s source code, i thought to myself i could also release an old production of mine, Sunflower.
Sunflower is a visual non-interactive application a.k.a. demo, feat. music from Four Tet.

sunflower_screen

Watch Sunflower

Download source code

Hope you enjoy it





Deep Source Code

Deep is a demo created by me and Filipe “ps” Cruz. Following it’s subtle success and a few requests, i thought it would be useful to make it’s source code public. Hope you enjoy it, and make sure you watch the demo.

deep

Watch Deep

Download source code

It should be easy to get it rolling, but if you get problems, read the “readme.txt” file and make sure you have installed the dependencies. Once that is done, open the project and run it. Don’t forget to let me know if you liked it. Have fun.





Old processing stuff

Didnt want to forget about some of the the old shit i’ve done using processing, so i thought i should post it here.  Audio-reactive Landscapes, 3D Tunnels, Cel-Shading, SineWave Additive, 3D Planes, and more..

More info + source: http://www.pixelnerve.com/p5/





Ribbonmesh

This is a class i’ve made to render ribbons in 2d (planes) and in 3d (cilinders). It’s based in my framework and processing, so you might need some work to get it to compile. No example, no executable, just source code.

get class here