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[nuke]

The result of a simple pixel swapping algorithm, this was mainly used to test the limits of my new image processing tool i wrote using Unity. It takes longer to perform a single iteration over an image (which is partly because i upped my resolution) but it’s so much cleaner in terms of code. I dubbed my new processing tool ImageNuke. Posted at 2:03 AM. Hooo boy, it’s time to take another look at image processing and creative coding! Posted at 11:41 PM. Start with a grid of blue tiles. Create corridors be...

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[nuke] | nuke.cc Reviews
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The result of a simple pixel swapping algorithm, this was mainly used to test the limits of my new image processing tool i wrote using Unity. It takes longer to perform a single iteration over an image (which is partly because i upped my resolution) but it’s so much cleaner in terms of code. I dubbed my new processing tool ImageNuke. Posted at 2:03 AM. Hooo boy, it’s time to take another look at image processing and creative coding! Posted at 11:41 PM. Start with a grid of blue tiles. Create corridors be...
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[nuke] | nuke.cc Reviews

https://nuke.cc

The result of a simple pixel swapping algorithm, this was mainly used to test the limits of my new image processing tool i wrote using Unity. It takes longer to perform a single iteration over an image (which is partly because i upped my resolution) but it’s so much cleaner in terms of code. I dubbed my new processing tool ImageNuke. Posted at 2:03 AM. Hooo boy, it’s time to take another look at image processing and creative coding! Posted at 11:41 PM. Start with a grid of blue tiles. Create corridors be...

INTERNAL PAGES

nuke.cc nuke.cc
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[nuke]

http://nuke.cc/tagged/unity-gamedev-worldgeneration

Showing posts tagged unity gamedev worldgeneration. Here are some screenshots of my room generation algorithm in action. The idea behind it is simple enough but there are a lot of things that can go wrong in the process. It took the most time to make this algorithm robust since 10% of the time it would generate disjoint rooms. Here is the process:. Start with a grid of blue tiles. Hollow out some grey rooms randomly, using some constraints such as max/min room size. Rooms should not touch.

2

[nuke]

http://nuke.cc/tagged/openframeworks

Showing posts tagged openframeworks. Hooo boy, it’s time to take another look at image processing and creative coding! I’m ditching openframeworks because i hate doing this stuff in C , and openframeworks is a nightmare to get working with newer versions of VS. Posted at 11:41 PM. Posted at 10:46 PM. I haven’t posted anything in a while so here’s some visualizations of some old stuff i did a while back. Posted at 8:16 PM. A failed attempt at merging 2 faces (putin and obama). Posted at 11:31 PM. The last...

3

[nuke] - been a while since i fired up the ole image...

http://nuke.cc/post/97189311684/been-a-while-since-i-fired-up-the-ole-image

Been a while since i fired up the ole image processor. i still haven’t finished rewriting it entirely, it works but there is a definitely a bug somewhere in my rewritten code. it resulted in this weird diagonal shearing. Posted at 10:46 PM. Larr; Previous post. Next post →.

4

[nuke] - this is our pre-alpha build for a demo our group...

http://nuke.cc/post/101220385339/this-is-our-pre-alpha-build-for-a-demo-our-group

This is our pre-alpha build for a demo our group had to do today for a project. Featuring a basic HUD, player movement/controls, simple melee and effects, a basic world and some physics props. Posted at 9:35 PM. Larr; Previous post. Next post →.

5

[nuke]

http://nuke.cc/tagged/gamedev

Showing posts tagged gamedev. Hello friends, today let’s talk about generating worlds using cellular automata. Previously i used pseudorandom noise generation ( simplex noise. To randomly generate terrain. simplex noise can be a very useful tool for accomplishing the same result. but it’s nowhere near as customizable (or fun) as cellular automata. Here is how it works (i had a rough idea of how this works beforehand but this is for those who might be interested):. Posted at 2:14 AM. 2 playable characters...

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Food Mosh

http://foodmosh.tumblr.com/post/56266481887

My name is Matthias Brown. Datamosh, glitch, compression, etc of fast food and related consumables. General Disclaimer: I don't own the rights to the footage from which the gifs are derived. I con't care if you use the gifs, just not for profit, with credit to me. Reblogged this from foodmosh. Reblogged this from foodmosh. Reblogged this from foodmosh. Reblogged this from dogfriend247. Reblogged this from dropkickpikachu. Reblogged this from foodmosh. Reblogged this from foodmosh.

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Food Mosh

http://foodmosh.tumblr.com/post/56172678085

My name is Matthias Brown. Datamosh, glitch, compression, etc of fast food and related consumables. General Disclaimer: I don't own the rights to the footage from which the gifs are derived. I con't care if you use the gifs, just not for profit, with credit to me. Reblogged this from u-ltravi0lent- daisiess. Reblogged this from u-ltravi0lent- daisiess. Reblogged this from u-ltravi0lent- daisiess. Reblogged this from u-ltravi0lent- daisiess. Reblogged this from ecliptic-acid. Reblogged this from foodmosh.

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Aslında hikaye burada başladı: Devenin Üç Hörgücü. July 22, 2013. Soviet Infographics (via Seher Shah. Reblogged this from feltron. Reblogged this from feltron. Reblogged this from feltron. Reblogged this from adomc. Reblogged this from ministryofdesign. Reblogged this from feltron. Reblogged this from ministryofdesign. Reblogged this from feltron. Reblogged this from feltron. Reblogged this from miss-magdalena. Reblogged this from workman. Reblogged this from workman.

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[nuke]

The result of a simple pixel swapping algorithm, this was mainly used to test the limits of my new image processing tool i wrote using Unity. It takes longer to perform a single iteration over an image (which is partly because i upped my resolution) but it’s so much cleaner in terms of code. I dubbed my new processing tool ImageNuke. Posted at 2:03 AM. Hooo boy, it’s time to take another look at image processing and creative coding! Posted at 11:41 PM. Start with a grid of blue tiles. Create corridors be...

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