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  • frankiezafe 18:01 on 2016-11-09 Permalink | Reply
    Tags: , , osx, Tuning Scores, virtual machine   

    macosx-vm-first-test

    Playing to tuning scores on osx requires several steps, but it worked quite smoothly.

    • Installation of virtual box – https://www.virtualbox.org/
    • Download of linux mint 18 64 bits image – https://www.linuxmint.com/download.php
    • Make a disk of 15Gb (min 10Gb are required for mint)
    • To have local IP (router range), set network to bridged and use ethernet – not tested with wifi
    • Install mint
    • Update mint
    • Copy/paste Tuning score exec folder (not availabe online yet…)
    • And done!

    Because there no 3d acceleration available on the configuration i used, i had to give 3 cores out of 4 to the vm to reach a decent framerate. There no FSAA available either. But Lisa Nelson will at least be able to take something back to the states!

     
  • frankiezafe 19:24 on 2016-11-02 Permalink | Reply
    Tags: , , Tuning Scores,   

    Tuning scores, first screenshots of the game.

    Because we present the first prototype to Lisa Nelson and the Contredanse crew very soon, we rushed a lot this week and first results are promising:

    • a bunch of objects are ready to be manipulated;
    • it’s possible to play on 2 different computers seamlessly (identical physical world);
    • each player can change his/her point of view and see what the other is looking at (the eye in the sky);

    And, the most important, the playfulness of being in a “sensitive” virtual environment. Every little movement may have an impact on several objects. And looking at the other propositions is as stimulating as playing yourself.

    There still a lot of things to fine-tune, in the code and the models.

    The next big step is add some sounds, to complete the experience.

    screenshot11022016_164441629

    screenshot11022016_165754199

    screenshot11022016_182913248

     
  • xuv 17:43 on 2016-10-25 Permalink | Reply
    Tags: , , Tuning Scores,   

    Polymorph weekly news #9 

    Tuning Scores chair physics

    No news is good news. Polymorph is alive and kicking. The train is on its tracks. The ball is rolling.

    It’s already almost a week since I’ve chatted with @frankiezafe and @louise about the advancements of their project. You might have also noted that they don’t post much either on this blog. As François says it, it’s because the progress they make is not that big of  step to share, or does not produce some visuals that would look good on the blog. Back a couple weeks, when features where being added almost every day, things were exciting. Now, the real work of polishing and improving what has been initiated is actually happening and that just does not seem as exciting to share. Although it’s exciting for the team to see it growing.

    A second meeting with Contredanse was much more productive and finally we started talking about gameplay. Baptiste and Florence could put their hands on the mouse and feel what a player could feel. Discussion ensued on object movements and reactions in the virtual world. The manipulation of the camera created interesting problems and awkwardness that needs to be addressed. And a common set of objects has been defined and should be limited to a stone, a stick, a chair, a cup and a chain for now. @louise is iterating on the appearance of those and playing around with their physics properties.

    François is deep into physics programming. He also took a big decision regarding all the tools he is building. Instead of trying to produce some independent Ogre libraries, he will concentrate on making it all work in the Polymorph Engine (PE). As a reminder, the PE is a bundle, a package of great open source libraries to make video games. The choice to release work as a bundle instead as independent modules is mainly a practical one. It will take less time to code. The modules are also very much interdependent for now. So making them detachable from the PE would require extra work that the team does not have at the moment. Maybe in the future. But again, making a full featured game engine on top of Ogre was always one of the goal of Polymorph. The ability to break this apart is then for later.

    Where is PEEL you might ask? On hold for now. Tuning Scores is the priority since the prototype needs to be delivered by December. All eyes are on this goal now. And challenges remain, such as multiple mouses input for example. Anyway, all progress on Tuning Score is good for PEEL. So no worries, François will be back on it for Christmas.

    See you next time.

    PS: All screenshots by @louise

    Tuning Scores chair

     
  • xuv 00:01 on 2016-09-24 Permalink | Reply
    Tags: , , F/LAT, KDEnlive, , Tuning Scores, ,   

    Polymorph weekly news #7 

    rendu_object_21sept4

    Welcome @louise! As a new member, she just joined the Polymorph team and this post will be presenting her to you and hopefully tell you more about her role and interest in the Polymorph project.

    I did not know Louise Baduel before having a conversation with her a couple hours ago. All I knew is that @frankiezafe had met her during the Blender workshop he gave at iMAL a few months ago and that he had offered her to work on the video game project he is working on for the company Contredanse.

    So Louise is a choreographer, dancer and videographer living in Brussels. She co-founded the dance collective System Failure and is interested in studying and understanding the relation between sound and performance. She also does video editing and wanted to start manipulating 3D objects and create them. That’s why she decided to come to a Blender class. She admitted having downloaded Blender 6 years ago, but needed a little push to get up to speed with the technology. And apparently, François’s classes were very helpful in that sense. So helpful that Louise agreed to join the Polymorph team and jump full time in Blender on a Linux system.

    Louise told me she had been quite interested in libre and open source software for a while. She is fed up with Apple’s logic. “I need to get out of this, she said. But working with video has been a show stopper for me as it is not as easy to do with Linux.” Now that she’s been working with Blender and Linux intensively for the past two weeks, she said she was ready to try video editing with Blender. She also tried KDEnlive last week but found it to be missing some features compared to FinalCut. But she likes this new approach to making things and will definitely experiment more now with this fully open source toolbox.

    At the same time she arrived at Polymorph, she also discovered F/LAT. She said she appreciate the feeling there and that everybody is happy to be helping each other when there is a problem or a question around open source software. “There is always someone available to answer a question” she said, and that helps her learn a lot every day.

    As you may have seen from @louise posts on this website, she is working on “Tuning Scores”, the code name for now for the video game being developed with professional dancers in mind. Tuning Scores is actually a series of techniques for dancers, put together by Lisa Nelson, to develop spontaneous compositions. And Polymorph is commissioned by Contredanse to port this into the virtual world of an interactive application, or so called, video game.

    There is many challenges in a project like this. It will be a game for two players. And there will have a palette of 3D objects to play with. The objects will be kept simple but the rules governing their behavior will be complex. Special attention will be given to the sound each object makes. The point here is not to be literal but to create a sensation. Dancers work with their feelings and need to feel the space they are in. The virtual world needs to be rich enough to invite the participants to interact with it and with each other. How will a dancer perceive the presence of another dancer in the game? How will they communicate? How can a dancer perform according to the rules of “Tuning Scores”? The players need to be able to repeat a set of actions s·he just made or play it backwards, freeze or sustain it. And overall what would be the purpose of this tool?

    Definitely there is a demand from Contredanse to get the word out about the “Tuning Scores” practice and the work of Lisa Nelson. This is one of the reason to come up with a project like this, but where could this head up to? Since sound is involved and reactive to the players actions, it could be a way to create or compose music. It could also be an application to put 2 dancers distant from each other physically and have them interact in the same room. It could also possibly be an instrument for live performance.

    All these questions will hopefully find an answer in the coming months, but they are certainly driving Louise research right now, with the help of the rest of the Polymorph team. This is a unique project and possibly the first of its kind. So keep an eye on this website for regular posts in this matter. And don’t worry, @frankie hasn’t left the development of PEEL. It’s advancing. Bullet is now integrated. But I’ll ask all about it when I’ll chat with Francois next week.

    In the meantime, stay tuned, and share responsibly.

     
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