Spring 2014

22 04 2014

A collection of photos taken during winter, spring 2014 with my mobile phone camera. Getting into all this macro photography.

As an aside, I really like the android Gallery app, especially when reviewing photos but I do so wish the crop tool was better. Why can’t you just crop what’s visible after zooming/panning normally. Why should you have to draw a rectangle when you’ve effectively already done that within the bounds of the phones display. rant over. Maybe I should just write my own crop tool 🙂





Autumn stroll

6 10 2013

A few pictures taken with my mobile phone camera walking around Virgina Water near Windsor UK.





Summer Ramble

13 06 2013

It’s the middle of June in the UK but doesn’t really feel like summer’s happening yet. Took a little ramble around the countryside and tested my mobile’s macro mode out.





Fungal Jungle

26 10 2012

If you go down to the woods today.
The british countryside is absolutely teeming with fungi of all shapes and sizes this time of year.

https://spungifungi.wordpress.com/photos/fungus/





Music Update

22 04 2012

Just uploaded some of my musical creations to soundcloud :





GLSL Life

6 06 2011

An implementation of Conway’s game of life running on the GPU. Initially written as a hello world GLSL/FBO exercise, extensive gold plating and polishing turned it into a more complete application.





GLSL Shader Fun

22 04 2011

I’ve recently been experimenting with GLSL fragment (pixel) shaders which allow for realtime generation of things previously taking minutes or hours to undertake even a single frame. e.g. mandlebrot fractals, ray tracing. Still in its infancy and certainly, graphics cards + OS drivers can be very picky about which ones they don’t completely crash on.

Inspired by Iñigo Quílez’s shader toy http://www.iquilezles.org/apps/shadertoy/ , I’ve written a native app that can load and display GLSL fragment shaders with a little more success and efficiency than WebGL was having through the browser. Note that you still need a fairly good modern computer with a graphics card that can handle OpenGL 2.0. Included are 38 demo shaders. All credit for the shaders goes to Iñigo Quílez and his demoscene contributors. I’ve only managed to write one so far.

Tested on a Macbook Pro 15″ AMD Radeon HD 6750M (doesn’t seem to like Mandlebulb, To The Road A Ribbon or Slisesix but 35 others worked fine and fast). Also tested on a slightly older Macbook Pro NVIDIA GeForce 9400M which worked on all 38 but had low framerates on the more involved ray traced shaders. Note that it is currently untested on Windows as my Samsung NC10 doesn’t appear to cope with any form of GLSL.





Chordinator App

6 02 2011

Chordinator was written in order to help improve my understanding of music theory. Most of the features can already be found online at various sites such as looknohands.com but I’ve also added a triads in scale feature amongst other things and the offline application format may appeal to some.





Light Sequencer Device

13 06 2010

Light Sequencer Device is an experimental realtime graphics visualization tool. Press <i> for help or <enter> to go into edit mode.

Developed using Blitzmax,minib3d & raw opengl. It makes extensive use of feedback effects. Minimum requirements – Dark room, 8 ft x 6 ft screen

Light Sequencer Device Version 0.95

More info here.





Oddball

5 06 2010

An experimental 3D game where you get to explore a strange abstract world. No real game objective as yet but the landscape and physics shows promise. Idea based on a game I wrote a loooong time ago for the C64 called RED LED.

Written using Blitz3D and the tokamak physics engine.

Version 0.02 pre-alpha concept version.

Click here for more info.