Generative Systems
category: general [glöplog]
I dont think that's a new idea though, I already saw examples for that on TV when I was 12 or so - of course it wasn't exactly widespread :D
I've said it before and I'll say it again.. music and video can share the same data set and look and sound fresh and interesting.
Somebody do a particle synth in 4k :)
Somebody do a particle synth in 4k :)
Gargaj, it's rather old actually! In the link i gave a few posts ago, you will find example of methods sold back then in the 18th century.
Why does the topic interest me: because i like to think of it as an almost detached exploration of what makes things beautiful to us.. What triggers the pleasure centers of our brain.
Why does the topic interest me: because i like to think of it as an almost detached exploration of what makes things beautiful to us.. What triggers the pleasure centers of our brain.
knos: hip hop is music without any doubt, but it's shitty one for sure :P
Spore has generated a lot of buzz, for better or for worse ? we'll know in 2008...
Spore has generated a lot of buzz, for better or for worse ? we'll know in 2008...
Good hip-hop is good music, bad hip-hop is bad music; just like any other kind of music.
What I really HATE though is this "new breed of hip-hip" which is one 808 BD, a series of handclaps and just "rapping" on top. "Minimalistic hip-hop" or what the hell they call it -- jesus, that is braindead crap times two.
What I really HATE though is this "new breed of hip-hip" which is one 808 BD, a series of handclaps and just "rapping" on top. "Minimalistic hip-hop" or what the hell they call it -- jesus, that is braindead crap times two.
Btw: http://www.avoision.com/experiments/pi10k/pi10k.html - evidence that PI makes crappy music :)
http://bldgblog.blogspot.com/2009/08/procedural-destruction-and-algorithmic.html
Quote:
Procedural Destruction and the Algorithmic Fiction of the City
Note: This is a guest post by Jim Rossignol.
In 2001 Yoav Parish and Pascal Müller spoke at the SIGGRAPH conference in Los Angeles, California, to present a mathematical city. Their presentation contained an algorithmic approach for modeling city-like topologies. The results were remarkably realistic, and were one among a host of city-like generative systems to appear at the start of the decade.
Another, Jared Tarbell's Substrate (pictured) remains a fantastic example of how a mathematical approach to generating apparently urban patterns can also be artful.
But it was looking at the work of Parish and Müller that inspired game designer Chris Delay to develop his most recent project: the cryptic (and as-yet-unexplained) Subversion, of which little is known, other than it relies on large, procedurally generated cities for the backbone of its game world.
(...)