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IndexDiscussionExhibition › Teaching Artists to Code
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Teaching Artists to Code (Read 1052 times)
Teaching Artists to Code
Feb 11th, 2009, 2:10pm
 
Hi All,

Last year I gave a talk at Game Connect Asia Pacific on teaching artists to code and the benefit to art teams that include artists who can code.

It was a game developer conference and I am a game developer so that's the target market. But I thought that other people might get a kick out of it.

The talk is focused on why programming should be taught, and how it can be taught with processing. This is the bookend to my "programming for artists" class last year.

Here is the link to the videos
Start with video 3 and 4, that's where the pretty pictures are.

http://www.polymonkey.com/blogger-polymonkey/2009/02/gcap-2008-and-now-my-talk.html

the videos shown in the talk

http://www.polymonkey.com/blogger-polymonkey/2008/11/gcap-2008-videos-from-my-talk.html

and the slides of the talk

http://www.polymonkey.com/blogger-polymonkey/2008/11/gcap-2008-slides-from-my-talk.html

MattD
Re: Teaching Artists to Code
Reply #1 - Feb 12th, 2009, 3:57pm
 
thanks for the links, very interesting, watching now..
Re: Teaching Artists to Code
Reply #2 - Feb 12th, 2009, 7:14pm
 
Awesome talk! Thanks for sharing with us! Smiley
Re: Teaching Artists to Code
Reply #3 - Feb 16th, 2009, 7:15am
 
You've got some interesting demos.  Thanks for sharing.

About the eyeball(?) particle system--did you implement the tension/physics system or are you using something like the traer.physics library?  I'm wondering how you're getting the speedy frame rate.
Re: Teaching Artists to Code
Reply #4 - Feb 16th, 2009, 7:59am
 
It's all from scratch. The only library was the nature of code vector library (but that's a PVector now anyway)

The trick to the framerate is openGL and don't draw to much. Smiley Seriously though that system doesn't go above 400 odd balls. I've done an expanded version of that particle system that stores the balls within a grid and uses the grid to test collisions against first before doing the distance checks. This increases the number off balls to about 4000. But once you get that many you really need to use a custom shape that stores the verts in a vertex buffer object. Otherwise the real bottleneck is draw.

You can see that system here
http://www.polymonkey.com/blogger-polymonkey/2008/12/my-screen-is-full-of-lines.html

MattD
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