Indie first-person platformer which requires basic modular programming skills to help navigate through the levels - video embedded below:
Glitchspace is a first person programming game that’s centred around a visual programming mechanic.
Set in a cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches. A world that would allow for infinite possibilities, and access across all systems in cyberspace through exploitation.
Through problem solving, it’s up to you how you approach the in-game challenges; find glitches in the cyberspace world, and exploit them in various different ways, allowing for a emergent play experience.
Glitchspace is available on Windows, Linux and Mac OS X, and was developed with the Oculus Rift in mind. (Although the Rift is not necessary to play).
The game is currently available in Alpha release - you can find out more from it’s developers here
Rhizome - Prosthetic Knowledge Picks: The Polygon Glitch
A collection of items from the Prosthetic Knowledge Tumblr and around the web that involve constructive distortions and creative error in 3D computer graphics, featuring Z-Fighting from Notendo, databending a Sega Saturn, work by Mitch Posada, captures of Halo on a broken Xbox, and a collection of sculptural portraits by rendered artist LaTurbo Avedon.
Computer research project from 1994 applying Darwinian ideas to virtual creatures made of blocks - video embedded below:
This video shows results from a research project involving simulated Darwinian evolutions of virtual block creatures. A population of several hundred creatures is created within a supercomputer, and each creature is tested for their ability to perform a given task, such the ability to swim in a simulated water environment. Those that are most successful survive, and their virtual genes containing coded instructions for their growth, are copied, combined, and mutated to make offspring for a new population. The new creatures are again tested, and some may be improvements on their parents. As this cycle of variation and selection continues, creatures with more and more successful behaviors can emerge.
The creatures shown are results from many independent simulations in which they were selected for swimming, walking, jumping, following, and competing for control of a green cube.
This looks great - part of the LA Game Space Game Pack, an early preview of a first-person skateboarding game from the team behind Zenith:
▲▲▲PERFECT STRIDE▲▲▲ http://arcanekids.com First person maximalist skater for PC & OSX [and tentatively linux!]. Based on old school FPS movement exploits (ala Quake jumping, Tribes skiing, CS surfing). The controls are hella hard & we like it that way.
First person puzzle platformer with a musical focus - the more you complete, the more of a synth studio you develop.
FRACT is a musical exploration game. Explore an abstract, broken-down world built on sound, rebuild its forgotten machinery and create your own sounds and music within the world. It draws inspiration from Myst, Tron, electronic music, and most importantly, synthesizers.
A quick look at some of the things we have planned for FRACT OSC - a first person adventure game inspired by synthesizers (no kidding!). We’re building some really interesting tools that combine exploration, puzzles and musical creation - and we’re really excited to share them with everyone!
Two videos below, a teaser and a demonstration from the developers:
High Definition low polygon game world to explore, only your path destroys the landscape - video embedded below:
The game is about not belonging. You are the bad guy, you are killing everything you touch. The world you are in is beautiful and green, but the moment you get into it, you start infecting everything, and the world starts decaying, until it eventually ceases to exist. You can choose to exit the world, and then it will heal itself, but then you don’t get to enjoy it of course, because you’re not there any more.
More information, with links to download the alpha for PC, Mac, and Linux, can be found here
The idea for the video is based on the quote from Jello Biafra “For every prohibition you create you also create an underground. “
It tells the story of these paradoxical super commercialised, luxury, underground sects rising up against an oppressive overlord. it looks at the way big brands try to portray themselves as underground and at the language of commercial spaces and point of sale stands.
The creators of Second Life, Linden Labs, sandbox world game is Minecraft with polygons:
Explore caverns and valleys, while you harvest substances with real world densities. Build large scale structures that reach the sky or bridges that traverse chasms. Challenge real-world physics to see which creations will tumble — or withstand — the power of gravity.
Photographic series where natural landscapes are seen with quantified digital eye, reduced to nodes, polygons and lines:
AXIOM & SIMULATION examines the ways in which humans quantify and explore our surroundings by comparing artistic, scientific, and digital realism. As a developed global culture, we are constantly transforming physical space and objects into abstract non-physical thought to gain a greater understanding of composition and the inner workings of our surroundings. These transformations often take the form of mathematical or scientific interpretation. As a result of these changes, we can misinerpret or even lose all reference to the source: when the calculated representation is compared to its real counterpart, an arbitrary and disconnected relationship is created in which there is very little or no physical or visual connection resulting in questions of definition. Take for example a three-dimensional rendering of a mountainside. While observing the rendering, it holds a similar form to what we see in nature but has no physical connection to reality– it is merely a file on a computer that has no mass and only holds likeness to a memory. When translating the rendering into binary code, we see just 1’s and 0’s – a file creating the representation from a language composed of only two elements that have no grounding in the natural world. After all of these transformations, a new reality is created – one without an original referent, a copy with no absolute source. When observing these simulations and interpretations of our landscape within a single context or picture plane, ideas of accuracy, futility, and original experience arise.
You can see the whole collection at Mark’s website here - he also has a Tumblr blog here
CORRECTION: blech said: The author of the original code is Phil McCarthy, twitter.com/phl / GitHub.com/phl
Online coding experiment by Adam Norwood combines a random polygon generator constantly making shapes along with a facial recognition algorithm - from Adam’s Tumblr:
What happens if you write software that generates random polygons and the software then feeds the results through facial recognition software, looping thousands of times until the generated image more and more resembles a face? Pareidoloop. Above, my results from running it for a few hours. Spooky.
(More about the project on GitHub, and more about pareidolia in case the name doesn’t ring a bell)
Works better (and faster) in Chrome, you can try it out here
(PS - if you can’t see the animated GIFs at the top, click on them and they should appear …)