Luciferins

openFrameworks and color

Moving forward, openFrameworks will soon provide more options and room for growth within the project, so it’s best to change horses. Before diving completely into openGL and shaders, I thought it’d be wise to port the existing code, play with colors a bit, and after thinking more about Eno Henze’s work, I had to experiment with shapes. After all, everyone needs a break once in a while and to have some fun! So I put together some scripts that played with changing color, and the fading away of agents. This is key, as one of the goals to fulfill the project: As the viewer disturbs the felt strips, they awake with color clouds and shape agents which move across the field of felt strips, before fading away. So I did some basic color tests in OF with the agents fading away.

I started to play with interactivity. In this script, the agent changes shape on mouse-over.

I started to think about how I wanted to construct the virtual space, so that there would be depth of field. Once I have that, then I can start placing the graphical agents within that.

I was thinking of joining cubes together, but thought there must be a better way of doing this. After jumping on OF’s IRC, I was correct. There is a better way – shaders.