Trix Algorave

After a month of trying to run clojure REPLs and trying to get quil to talk to overtone I was ready for my first livecoding performance. Trix algorave was a great event to meet like minded people talking about code, music and creativity.
Using quil means I was doing graphics and I was supporting the music of bohrbug. The hardest part was getting two computers to be in sync on both sound and music. I could use some insights on that.
For now we were using OSC and two separate SC servers. I have a hunch that running one SC-server for both music and visuals could greatly improve the sync and the amount of data that can be shared realtime between the two interfaces. Any ideas on that are likely to be moderated very quickly ūüôā

The evening was continued with Insomniark en Exoterrism both using pure supercollider and hardware controllers for quickly interfacing with the code to be concluded with a streamed set from Alex McLean. That last set showed of an impressive coding style, both fast and well executed clearly showing experience is important…

some images:

KaOSbeat & Bohrbug @ trix algorave
screen cap output from 2/3rds into the set
screen cap output from 2/3rds into the set
Exoterrism at the knobs and insomniark’s hardware in front of it
Alex McLean Live from UK

onto the next algorave Here’s the full code repo for the visuals and the full set on youtube below (atm without sound, hope to get the recording ASAP)

extracting earth earth’s entropy for generating aliens

I need to fill a lineair space and generate a continuously evolving series of abstract drawings. All this to fill up some leftover space at the office (to make it less boring). In particular a 30 cm (1ft) high space below the windows. This stretches along the windows and is quite long.

To avoid repetetivity, I chose to seed the algorithm with somewhat random data in the form of a series of pixels extracted along the image of the earth.


I work at a hi-tech internet  innovation research institute but are in no way affiliated to Silicon Valley, we came up with the idea of connecting Ghent with a line to silicon valley, the result, is not that interesting to show, but it is a line, one pixel wide. It is however an interesting series of pixels, where neighbouring pixels are related.

but what to  to with pixels.

It’s not an awful lot of data. A color, an RGB value(3 times 8 bits), a¬†sequence¬†number perhaps, maybe the relation to the¬†neighbor? Does it within a certain threshold have the same amount of blue, green and red? Or does it represent a bump? As it comes from a terrain map, maybe ¬†it can represent an altitude. not sure yet.

But what I was looking for was more something that contains enough data to allow to generate specific images

You’re looking at it, just above this sentence. after parsing the pixel color data from it, half an alien is generated according to this procedure.


which is then mirrored and completed. Repeat this for every pixel and you get a lot of different aliens, first 25 of the above line, pictured below

[processing code]

* aliens

PImage lijn;
int px = 0;
int pxmax = 5;
int offsetY = 0;
int alienSize = 160;

void setup() {
size(pxmax*alienSize, pxmax*alienSize);
lijn = loadImage(“lijn.png”);

void alien(color code, int px){
//int Rr = Integer
int offsetX = px – (pxmax*offsetY) ;

rect((offsetX*alienSize),(offsetY*alienSize),alienSize, alienSize);

String alienR = Integer.toBinaryString(parseInt(red(code)));
alienR = “0000000” + alienR;
alienR = alienR.substring(alienR.length()-8);
String alienG = Integer.toBinaryString(parseInt(green(code)));
alienG = “0000000” + alienG;
alienG = alienG.substring(alienG.length()-8);
String alienB = Integer.toBinaryString(parseInt(blue(code)));
alienB = “0000000” + alienB;
alienB = alienB.substring(alienB.length()-8);
for(int i=0;i<8;i++){

for (int col = 0 ; col < 4; col++) {
for (int row = 0; row < 8; row++){
if(col == 1) {
String[] alienRArray = alienR.split(“”);
if(parseInt(alienRArray[row+1]) == 1) {
rect((col*20)+offsetX*alienSize, (row*20)+offsetY*alienSize, 20, 20);
rect(((7-col)*20)+offsetX*alienSize, (row*20)+offsetY*alienSize,20,20);
if(col == 2) {
String[] alienGArray = alienG.split(“”);
if(parseInt(alienGArray[row+1]) == 1) {
rect((col*20)+offsetX*alienSize, (row*20)+offsetY*alienSize, 20, 20);
rect(((7-col)*20)+offsetX*alienSize, (row*20)+offsetY*alienSize,20,20);
if(col == 3) {
String[] alienBArray = alienB.split(“”);
if(parseInt(alienBArray[row+1]) == 1) {
rect((col*20)+offsetX*alienSize, (row*20)+offsetY*alienSize, 20, 20);
rect(((7-col)*20)+offsetX*alienSize, (row*20)+offsetY*alienSize,20,20);
if(offsetX == 4){
void draw(){
color code = color(red(lijn.pixels[px]),green(lijn.pixels[px]),blue(lijn.pixels[px])) ;
alien(code, px);

[/processing code]

about a glitch

Accidental art, a glitch of the system. Only mildly intended to happen, secretly hoping for it, once in a while it happens. I was lucky enough to have my camera around! It’s a picture of my screen displaying a crashed c64 game, for which I fail to remember the name, emulated on a Dreamcast console.