Posts tagged with “Graphics”
Songfever, at it's heart, is a tangible front-end for iTunes. Album covers are projected onto four physical objects standing on a shelf. With a scroll wheel, attached to the shelf, you can scroll through your music library in a Cover Flow like fashion. The goal was to reintroduce the aesthetic quality of a physical music collection (CDs, LPs), while maintaining the comfort of a digital one.

Each of the four covers are tracked by a webcam mounted above the shelf. Their positions are translated in software in the same way the projector located relative to the webcam in the real world. When rendered in a 3D OpenGL view and projected back onto the shelf, the album covers line up with the physical objects again. Approximately, that is.
Songfever was our main project in the 4th semester for “Digital Media” at the Hochschule Darmstadt. I was responsible for the programming; the UVC Camera Control I posted some month ago, was a small part of it.
Visit the Songfever Website for some more photos and videos.
For the last ten years or so, I used to turn on my PC when I came home from school or work and shut it down again right before I went to bed. So most of the time when my PC is running, I'm awake. I've also been idling in IRC for as long as I had Internet – when my PC is running, so is my IRC client.
I still have all my IRC logs since 2001 lying on my HDD. The log format of mIRC changed slightly over the years, but it's all easily parsable with some basic Regexp. I quickly wrote a PHP script that extracts the Session Start and Sessions Close markers and timestamps from these logs and transfers them into an image.
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As you can see, I tend to stay up late. I also tend to go into a free-running sleep mode when I don't have to get up early every morning. At May 2004, after my A-Level exams and before my apprenticeship started, I “rotated” my sleep cycle three times. This has been even more extreme for the last two years, where we only had few lectures in university but instead worked on a lot of projects. I should really get one of these daylight lamps.
There's so much more interesting information hidden in these IRC logs. Maybe I can bring myself to parse and import all of them into a database, so I can run some simple queries on them. Maybe I can even find my pre-2001 IRC logs on some backup CDs.
It has been a while since my last update on my iPhone game. I haven’t had much time in the previous month to work on Yuckfu, but development is now on full speed again!
As you can see, I refined the graphics quite a bit. The edges of the playing area are now colored to make it clearer where your robot is and where the walls are. I also added the effect for spawning containers which looks great in motion. It’s actually a real 3D model with a rotating spiral.

For the HUD, I wanted a clean and simple solution that is showing only the information you really need. I ended up with mainly two elements: the score on the left, your energy on the right. As your energy is decreasing over time, the energy bar tells you at a glance how much you’ve got left. The four little boxes next to the score shows the “multiplier”. If you collect several containers in a row your multiplier increases and you get more points.
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Avatars are important. They are everywhere and there is virtually no community driven website out there, where you can’t upload an image of yourself or what you want to be associated with. These images help us to immediately recognize our friends without even having to look at their names.
We don’t care too much about what is depicted, but how it looks: the overall color and shapes. Yet, all the default avatars of our beloved Web 2.0 sites look exactly the same. And while Twitter’s default Avatar can at least be considered cute, most others are dull and unimaginative.
Why not create a unique image, based on the users name, on the fly? This avatar could be temporarily used till the user can be bothered with uploading one by himself. This would give even the laziest user a chance to be instantly recognized by his friends.
My InstantAvatar PHP class does exactly this: it generates (more or less) unique avatars on the fly. Here are some examples of what it can do:

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Almost seven month ago I wrote about my experiments of “compressing” a whole movie into one single picture. A screenshot of the movie is taken every second and the screenshots are then combined into one big image. 60 frames per row, one row for each minute of film.
I tried this technique with a lot of different movies, but the one that looked most interesting turned out to be Stanley Kubricks 2001: A Space Odyssey. Now I’ve finally got it printed, glued onto a frame and hanging on my wall. I’m very pleased how the print turned out. Every single image is only 11mm wide, but you can still make out a lot of details.

I don’t know what the legal situation here is, but I found that “someone” already uploaded a “similar” image as a PNG file (11367x16232 pixels; 140mb): 2001-13-36-final.png on Rapidshare
Read on for a short tutorial to make your own movie poster like this.
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Finally something to write again! I remade the background graphics for my iPhone game, because the old ones didn’t fit too well (flying around with a spaceship in cave?), were never meant to be textured and thus looked unfinished. It was not an easy task. My motivation was at an all time low, because I had to throw away much of my previous work. After two unsuccessful attempts I was eventually happy with what I saw – and I really think it was worth it.
I’ll show you a screenshot of how the game looks like in a minute, but let’s start with something else: The main character. Yes, it’s a character now. Not a lifeless, boring spaceship anymore. Well, ok, it’s a robot – but a cute one! I blame WALL·E. I actually tried to mimic WALL·E’s eyes in my sketch, but failed. The rest, however, worked out quite nicely.
A Google search about cute robots was enough to gather my ideas for a new face. I finished the model in an hour or two, but then spent much more time on texturing, than I did on modeling. As you can see, the texture is quite saturated. I tried to really make him stand out from the background and also wasted my time with details no one will notice in the game. If you know what the number on his body stands for, get yourself a cookie (and a life)!
The background now resembles some sort of space hangar. If you look closely, you can find some influences of 2001 and Star Wars in my 3D model. Modeling and texturing this thing was a real pain. Everything had to fit. I didn’t have the freedom I had with the cave background, where it didn’t matter if the texture was off by some pixels, or one polygon was a bit larger than the next one – after all it was an organic structure. A hangar is not.
The large gate in the background actually opens during the game. Just to make it look more interesting and reward the player. It has no influence on the gameplay itself.
I also textured the crates with some photos of standard shipping containers. They come in four different colors, from red to blue, depending on how many you collected in a row. It looks really nice, when then screen gets slowly filled with these colors. It seems I’m not the first one discovering the beauty of shipping containers.
Next up: Particle effects – flying a jet powered robot without seeing any streams is no fun.
I spent the past few days to create the main graphics for my game. After lots of trail and error, I was quite happy with the flat shaded cave I had created (topmost picture). It did not look realistic in any way, but rather computer generated – which is, as I said earlier, probably not something everyone can enjoy. However, the flat shading worked really nice with the dynamic OpenGL lighting (quite a complicated topic of it’s own), which gives the whole scene some more atmosphere.
When yesterday a friend saw some screenshots of the game, he told me that it looked all well and nice and then asked a very innocent question: “How will you texture the background?” My response was of course “not at all” – I mean, it’s a flat shaded game, right? I turned out that he wasn’t the only one who thought that this flat shading was just an intermediate step towards the final look.
I was initially opposed to using textures at all, but after some discussing, I decided to give a shot. I unwrapped the whole scene in Wings3D and used Photoshop to slap some colors and textures on it. The second and third screenshot are the results. One with a more comical approach, the other with realistic textures. To be honest – after all this I’m not very satisfied with either one. I don’t even like the flat shading anymore.
Another friend asked me today, why the game is set in this cave in the first place. Wouldn’t it make more sense if you’d collect these boxes in some sort of space hangar? Well, yes… yes actually it would. I’m not sure why I didn’t loose a thought about the overall scenery at all. I just blindly took the very vague cave look from the original game without ever questioning it.
So, I guess I’ll start anew with the background graphics. At least I’m now quite comfortable with Wings3D. It’s a good thing I don’t have a publisher in my neck. Wish me luck!
I haven’t yet elaborated a complete concept of where I want to take Yuckfu visually, but after I did some quick sketches yesterday I decided against 2D graphics for obvious reasons. So, the background, the crates and the character will be drawn in 3D – that is with Polygons and stuff. I won’t change the gameplay with this – you will still see the whole scene from a fixed side view.
Why not 2D graphics then? Simple: if I’d be the one doing them, they won’t look good. I feel more comfortable with doing 3D stuff. My experience with real modeling software however is at a bare minimum. So here’s another thing to learn.
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