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Posts Tagged ‘exe’

Infinite planks

So I’ve been thinking that the next thing I want to add to the infinite city is a coastline, and that I want the coastline to have piers extending out into the ocean. While thinking about how best to approach that, I started thinking about generating an infinite variety of worn planks with which to construct the piers. I’ve coded up an algorithm that does just that, with results to the left. Haven’t had time to add texture support just yet, but the final version will also select from a few different textures based on random choice and the aspect ratio of the plank.
If you’d like to see for yourself, click here to download the demo app. The arrow keys will rotate around the plank, and F3 will cause it to alter itself. Note that there’s currently no bottom to the plank. I’m undecided as to whether or not to add one, as it adds polygons that aren’t likely to be seen, and a savings of 8 triangles per plank times lots of planks could end up being worthwhile.

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Comp and I make beautiful music together

As the quarter draws inexorably closed here at UCI, I’ve been finishing off this quarter’s classwork. Still in the works is my paper for Antoinette LaFarge’s seminar on Virtual Identity, but my project for Digital Signal Processing with Chris Dobrian is pretty much done. I say “pretty much” because I probably won’t be able to resist adding more features, but it’s a lot of fun to play with as is.
If you’re intrigued, head here to read about it and download your own copy.

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