Vector Image Fields

The video explains most of the process. And it’s a couple of months old now but I keep forgetting to add it here. So here it is.
Also there are images in the details post.

Details »

Dumping Screenshots from Unity

This might come in handy to a few people so I thought I’d post it here. This is just a dead simple script for taking a screen shot of a Unity Project. Add it to a gameObject and watch it drop out frames.


Right click and save this file -> save_me_some_frames

It’s time for a change.


frame-0141 by matt ditton (AKA polymonkey)

2010 is going to be a big year. On Monday I start a new job. I’m going to be looking after this. I have no idea why there is a ninja on that page. But it sets an interesting tone.

To mark this special occasion I am gutting Over the next week it will be changed. I bought a new domain and the polymonkey_code blog will be moving over there. The polymonkey domain is going to shift to be the one thing I never got around to making. A portfolio site.

So with that I’m drawing a line under polymonkey_code. All previous posts and all future posts will live over on the quiet void. In the coming days a redirect will be turned on to move all the traffic over to there.

Always the monkey, MattD

POST EDIT: welcome to the quiet void.

Code Test

In which I post some code as a test of the new site.

[cce lang="java" ]
void runThusAndExit(){

for(int i = 0; i < 2010; i++){

print(“In case you missed it, this is a test.”);





When in doubt add more polys

Tessellate test on Evolving Geometry from matt ditton on Vimeo.

More tests, this time on the effect of tessellation on the geometry. Thanks for JohnK for the idea. I quite like low-fi polygons. But seeing the higher res version is quite nice. The full description is on the vimeo page.

Evolving Geometry. Or what I did with my Sunday.

Evolving Geometry from matt ditton on Vimeo.

For my first attempt at making a genetic algorithm, is there any better subject than the Mona Lisa and some random dude from google image search?

The premise is simple. By randomly changing the color, position and diagonal edge direction of a grid of polygons can you turn it into the target image.

All written in Processing, the grid draws to a PGraphic on every change and a fitness test is done against the target image. If the fitness is better than or equal the change is kept. If not, it’s reverted. Keeping the equal-to in the test causes that crazy vertex movement in the lower image, so that bugs going.
The left image is the grid with vertex colour, the right is the target and the middle is the wireframe of the polygons. The number is the fitness. The lower the number the closer tobeing an exact match.
This is the slowed down version for making a video. I’ve got it running in a thread and it’s stupid fast. But because I’m drawing in the thread I’m getting colour sync errors in the main draw thread. It works fast but the flashing colours get pretty distracting.
Inspiration for this work has to go to Karl Sims and Roger Alsing. They are the giants, I’m just standing here.

The Swarm is Coming

Swarm (working title) from matt ditton on Vimeo.

In the mad panic at the beginning of semester I totally forgot to post this video to the game I’m working on. Swarm is all made in openframeworks for the iPhone. There are also a bunch of support tools that I wrote in processing as well. More info soon.

My screen is full of lines

More videos of stuff I’m working on at the moment. This time vector forces and particle collision are sitting on my mind.

Vector Force System from matt ditton on Vimeo.