Tag Archives: code

Timelapse script for TI-83

I used my graphing calculator as an intervalometer to record a timelapse of our installation in Minneapolis this Summer at Northern Spark. The calculator sent a pulse to my camera over a 2.5mm audio cable. The BASIC code for a TI-83+ is below:

This post is mostly to test out the oEmbed functionality in wordpress, which is pretty neat. You do need to write the url in the HTML editor in order to avoid the automatic <p> tags breaking the embed. Even viewing it in the visual mode breaks them.

Some useful posts on the Cinder forums

The Cinder forums are a great place to learn. Following are some of the posts I find myself going back to for technical reference.

git the konami code

git on a 3d cube background.

I’ve been using git for a few months now, and have found it faster and more enjoyable to deal with than svn. Sure, there’s the headache with remembering git revert is not like svn revert (use reset to go back to a point in time, revert to undo a commit—more like English, actually).

In addition to git, there’s github, a good place to host your public code repositories. I’m keeping an AS3 Konami Code project and my AS3 code library on github. You can clone them to your machine or fork them to create your own project on github.

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First Filter in Hydra

warped photograph of a painting

I began playing around with hydra a bit today (and I’m only six months behind…). It’s really straightforward to program in, but thinking about the resulting image one pixel at a time took a little getting used to. The environment that Adobe provides for developing shaders is fantastic. It automatically creates control sliders when you declare parameters, so you can tweak the resulting images on the fly. I’m looking forward to seeing how this shading language is implemented in future versions of the creative suite so I can play with it further. For now, I have a simple displacement function that operates both linearly and radially, and allows you to ‘fade’ out the edges a bit.

For examples by someone with a lot more control over shaders, see Quasimondo. For source code and more, check out the Hydra Gallery (I added mine at the bottom). More photos on flickr.