I’ve been trying to find more time lately to experiment with C++ and get more familiar with the OpenGL API and to achieve this have been using the excellent Cinder library. I’m a complete C++ novice and, coming from a Flash background, it’s immediately apparent how much of the hard work had been done for you in higher level languages like AS3. Learning about pointers, memory allocation and fumbling your way around undescriptive compile errors is bit of an eye opener, although thankfully libraries like Cinder and OpenFrameworks help take a lot of the pain out of the transition and ultimately function as very exciting and inspiring tools to work with. Read : Noise-Reactive Particle Sphere »
(You can drag each node and switch off the wander behaviour to create your own compositions).
At Flash on the Beach this year, I had the privilege of seeing Andre Michelle speak. It was great to hear him explain some of his fantastic work behind audiotool and to see and hear some more of his audio experiments. Read : AS3 Particle Node Sequencer »
This is a little algorithm I sketched in my moleskin on the train and for once had the free time to build. The idea is to split a convex polygon between two line segments, creating two new polygons. Each shape is pushed into a queue ready to be subdivided itself. Despite the simplicity of the algorithm, the results are quite nice and with certain configurations often far removed from what I would have expected – surprise is always good. Read : Recursive Polygon Subdivision »
These are some old prints that I made for an exhibition called Ishihara, back in 2008. They’re created using a tool I built called Rotator, which degrades vector drawings as they are printed to a bitmap, whilst following the path of a random wander. I found them on an old hard drive and thought I’d share. Read : Generative Prints for Ishihara »