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Category: Art+Design

Van Gogh’s Starry Night

Van Gogh’s Starry Night

An interesting link between atmospheric and astronomical turbulence and Van Gogh’s starry night. In investigating astronomical structures, astronomers noticed some looked like the flows in Van Gogh’s Starry Night. In analyzing his paintings, as he struggled towards the end of his life, his paintings with turbulent characteristics more and more closely represented actual mathematical turbulent flow.

Links:

Fascinating gaming UI

Fascinating gaming UI

Danish indie studio Ultra Ultra released their sci-fi stealth horror game Echo back in 2017. It never got the acclaim of Dead Space, but it had some unique visual feedback elements.

The first is it’s use of flashing and cycling lighting in beautiful white marble world. The lights cycle and turn on/off in flows and waves through the environment to help you find your way along in the game.

The more interesting dynamic is it’s “hudsphere”. The player has a color-coded radar-like interface that hovers around her body like a ball.

During combat, a blue fractalized shimmer along the surface of the sphere indicates the presence of another humanoid entity. A yellow shimmer indicates the player is about to be noticed. A red fractal shimmer means the player is being targeted by an attacker. When attacked, a quick-time prompt appears so she can break free. Red spikes will appear inside the sphere, signaling that character is vulnerable to death.

The sphere can emit an area scan that sends out a pulse that tags all the elements in your vicinity. The sphere becomes the guns reticle and you can tag enemies by hovering over an enemy.

Give it a look (skip to 49:49 for example of the hud):

https://www.polygon.com/gaming/541810/echo-sci-fi-horror-dead-space-ui

2025 Portland Adult Soapbox Derby Highlights

2025 Portland Adult Soapbox Derby Highlights

Some great entries this year – the Trojan Bunny from Monty Python’s Quest for the Holy Grail, a great corn on the cob entry, an expansion of the Cars animated series including Toe-mater, and a wonderful hunk of cheese driven by some mice, and a nice corn dog.

Here’s a nice walk through the pits

What the demo Scene teaches us

What the demo Scene teaches us

Plastic 195/95 is a 20mb demo made by a demo team on their picoEngine v2.1b in 2009

Not to be outdone, RGBA 195/95 is the same demo – done in 64k

These were shared in a presentation on lessons learned from Demo Scene coding:

Labyrinth of Time Speedrun

Labyrinth of Time Speedrun

The Obscuritory has done a 12 minute speedrun of the classic obscure game “The Labyrinth of Time“. I loved Myst and saved up my money to buy this game – only to find myself utterly lost as to what to do. It’s an obscure, but ultimately bad, game. The idea is interesting – an adventure that requires collecting items or changing the past to affect the future puzzles. It’s an idea that is probably ripe for a remake or a part 2 (that was hinted at at the ending of the game, but never written)

Back in the day, I actually contacted and talked with one of the programmers. He said that they were running out of storage space to fit the game on one CD-ROM, so they kept compressing and re-compressing the audio until it was barely acceptable quality. I believe his exact words were that ‘It was criminal’ how much they compressed them.

I remember that the sound track was pretty good. Ironically, it was mostly stock audio that could be licensed very cheaply. Some of my favorites were ‘Intrigue‘, ‘The Killing Ground‘, ‘Pastoral colours‘, and many others. Fans on the playlist linked above seem to have identified all the songs.

Here’s a longer, slower playthrough for the curious: