Monday, September 20, 2010

EXP 2: Week 1: Environment - Version One

The image above portrays the basic landform of my environment which will be used for experiment two. Such considers the notion of depression in terms of mental illness as the nature of related emotions such as loneliness are conveyed through the general form of small individual islands within the middle of the ocean.

The following image presents a development upon the first image, as textures and vegetation has been included within the environment. Such detail carefully considers the notion portraying emotions of depression as harsh textures have been used in association with limited vegetation to enhance the sense of loneliness within the environment.

The image above conveys the final version of this environmental development for experiment two, as further detail has been included, such as rain. Through such finer details one is able to enhance the emotional mood and nature the responder experiences and considers with regards to the environment. The rain and night setting alludes to a gloomy sense, enhancing the notion of depression in the general sense, alluding to other related emotions such as misery.

EXP 2: Week 1: Preliminary Research & Conceptualisation

Preliminary Concept

With regards a preliminary overall concept for Exp2 with reference to the experimental brief, I have decided to explore a study regarding the interactions of an individual within society who is mentally unwell. Such will exist through the portrayal of their journey within a specific environment which will convey senses of chaos and disorder, allowing the responder to engage in the manner in which a mentally unwell individual perceives and more importantly makes sense of an environment which to the responder is normal.

Ones intentions of presenting this concept within Crysis will utilise the Town Hall Station Prefab as it will be scaled and divided into a single cube and then a series of small cubes, defined by a cubed number such as 27. However the station prefab will be altered, as numerous walkways, ramps and stairs will be included to increase the social fluidity of the structure within its new form. These adjustments will consider such fluidity with reference to the notion of rotating structure, meaning the individual’s journey will be possible dependant of the orientation of each individual cube. The overall preliminary concept will emerge as the town hall structure will be scrambled, similar to Rubik’s cube, creating the required sense of chaos and disorder as discussed above. As the player begins to move throughout the structure, there movement will directly influence the interconnection between the various cubes, rotating entire planes in a manner which will eventually return the structural prefab back to its original form. This will occur through movements which will follow a series of algorithms, to portray the way in which mentally unwell in some cases form systematic approaches to social interactions within an environment.


Research

Achieving Preliminary Concept with Regards to Flow graphs -

With the identification of a general preliminary concept, I found it necessary to research the manner in which I was able to achieve this through the use of numerous flow graphs within Crysis. Firstly I have identified that through the division of the Town Hall Structure into numerous individual cubes, I will need to be able to ‘group’ various individual pieces into a single unit in order for it to rotate as one. However furthermore, they will need to also be able to ‘ungroup’ in order to allow particular individual cubes to ‘regroup’ with others in an alternate plane. This notion is essential in allowing the structure to transform with reference to the algorithms.

Another aspect of the preliminary concept which will need to be addressed within the flow graph regards allowing various ‘grouped’ individual cubes to rotate depending on the location of the player. Hence, as the player moves forward along an axis, that grouped plane will rotate along that same axis. However such a flow graph will need to consider that a quarter rotations must occur and conclude once the player has moved the entire length of the plane. However to address this section in terms of creating a structural fluidity upon numerous levels and angles, it is intended that the entire structure rotates to keep the individual rotating plane at a appropriately level.


Flow Graph General Information:

- Flow graphs provide a simple scripting representation within Crysis Sandbox 2, to allow the individual to achieve interactions through the use of ‘nodes’, hence processors.

- Nodes exist within two sections; Specific, which completes an operation upon an entity, and General, which simply completes tasks such as logic exercises and calculations. Hence a ‘Component Node’ performs a specific task with no relation to specific entity, while a ‘Entity Node’ directly represents entities within the world.

- Through flow graph links a ‘lattice’ of nodes is able to be produced to perform seemingly simple or complex tasks, as information (values or signals) are conveyed, represented through various colours.

Source: Accessed September 11, 2010 -

http://wiki.crymod.com/index.php/Flowgraph_Guide

http://wiki.crymod.com/index.php/Sandbox_FlowGraphEditor

- The ‘Logic:Any node’ is able to be used to clean up your flow graph when it begins to get complex while also allowing you operate sections which are still under constructions that relay upon precise values such as those from Booleans.

Source: Accessed September 11, 2010 -

http://wiki.crymod.com/index.php/Flowgraph_Tips_and_Tricks

- When working with Nodes it is important to understand ‘Ports’ and the significance of the relating information, between Booleans (true or false), Integer (whole number, positive or negative), Float (point value), Vec3 (consisting of three float values, representing vectors) and String (text consisting of characters).

Source: Accessed September 11, 2010 -

http://wiki.crymod.com/index.php/Sandbox_FlowgraphNodeComposition

Monday, August 30, 2010

EXP1: Final Statement / Conclusion

Through this experiment one is able to conclude with reference to the final porosity hypothesis, that we have successfully perceived the nature of explosions upon various sized structure elements within an architectural example. Through the use of 2,675 individual physic entities we have been able to enhance the notion of fluidity within porosity as the prefab Town Hall station is relieved of basic structural elements. We conclude that the nature of an explosion with reference to porosity is independent of the size of the architectural elements and explosions. Such is evident within the path of each individual physics component, as we identify the unique linear and rotational nature within the elements own global co-ordinates.

Sunday, August 29, 2010

EXP1: Final Porosity Video

- Flim Caption -

A custom machinima portraying porosity within an architectural context, through various explosive interactions with a total of 2,675 individual physic entities. Such presents fluidity as the structure is revealed.

Note: Please view video at "480p" rather then "360p" for the best quality.

EXP1: Final Porosity Hypothesis

"To analysis the nature of explosions upon various size structural elements within a piece of architecture to examine porosity in terms of whether the general nature remains independent from the size of the elements and explosions. Upon were the physics entities and explosions will represent the independent variables while the nature of the response will portray the dependent variable".

EXP1: Crysis and Sketch-Up File Uploads

- Google Sketch-Up: Ramp, Platform and Entity File -
- Crysis Level and Object Files -

EXP1: Final Environment Design


The image above portrays the final environment used within exp1. It is one of an island context, upon were the the Town Hall station prefab appears suspended between the two halves of the island acting as a bridge. I have attempted to keep it simple yet realistic to enhance the complex nature of the explosions.

The image above presents the final position of the Town Hall station prefab within my exp1 environment. Such images present the various physics entities, of the various size tiles or bricks which fill in a proportion of the interior and exterior walls of the structure.