# Boids and Flocks

As stated before, immersion in an interactive medium is dependent on the realism of the movement of the objects in the environment. One area where I was having problems with this in my previous experimentation was with the interaction between the birds. One way I could incorporated some kind of collision detection would be with […]

# The Building of Birds

After my research into visual techniques, I decided to give my birds an origami style. To start with I decided to take a very simple design, as I was not familiar with building complex designs from shapes in Prcoessing. I decided to work with only triangles, as polygons with more vertices can become quite complicated […]

# Creating a Visual Style

After experimenting with the basic mechanics for the birds in my project, I needed to create a visual style for the birds and the sketch in general. I decided to look into some different art movements and construction techniques to gain inspiration for my project. One of the first things I looked into was based […]

# Creating a Creature – Winged Creatures

In order to create the bird creatures for my project I needed to combine the techniques I explored in my previous post. In order to do this I started with the creature sketch I created before. Here the creature is a Mover object (as seen in previous posts) and is attracted to the circle (which […]

# Creating a Creature- Heading and Oscillation

In order to create the pigeons I talked about last post I had to learn some more ways maths can be used in Programming to provide some of the fundamentals of building a bird-like object. Sketch by Daniel Shiffman. The rectangles follow the direction they are travelling in. As a starting point, I decided to […]

# Processing: Further Physics Experimentation – Gravity

Continuing on from my previous work based on concepts from physics using the The Nature of Code as a starting point, (blog posts are found here Mass, Friction and Fluid Resistance and here Vectors and Forces: Part 2) I decided to look into ways of making interact with each other instead of just a force […]

# Mass, Friction and Fluid Resistance

To continue on from Processing: Vectors and Forces Part 2 I decided to look into how to make forces more realistic, which as discussed by Palmer (2005) in Physics for Game Programmers would help make my final project become more immersive for the audience and result in higher engagement as objects behave according to the […]