Digital Narrative Final Piece from Jacques Corby-Tuech on Vimeo.
Don't call me, I'm too expensive
Just cleaned it up a little, and added some extra float values so I could use more than one at any one time.
float myTime;
float mySpeed;
float myHeart;
int index; // The global index variable
String[] time;
String[] heart;
String[] speed;
void setup(){
size (1200, 1000);
smooth();
frameRate(15);
time = loadStrings(“time.csv”);
heart = loadStrings(“heart_rate.csv”);
speed = loadStrings(“speed.csv”);
}
void draw(){
fill (255, 7);
rect (0, 0, width, height);
mySpeed = 10 * (new Float(speed[index]));
myTime = 10 * (new Float(time[index]));
myHeart = 10 * (new Float(time[index]));
noFill();
fill (myHeart, 100, myHeart);
rect(index * 10, mySpeed * 6, myHeart * 6, myHeart * 1);
ellipse(index * 10, myTime * 20, myTime * 5, myTime * 5);
index = index +1; // Check when reaching 120, stop or restart at 0
if (index > 119) {
index = 0;
}
noFill();
}
Sorted the loop, it was relatively simple, just a case of adding this to the end.
index = index +1; // Check when reaching 120, stop or restart at 0
if (index > 119) {
index = 0;
Thanks to a very helpful Frenchman on the Processing forums, my code now makes sense/runs as I wanted it to.
Zing!
float myValue;
int index; // The global index variable
String[] time;
String[] heart;
String[] speed;
void setup(){
size (1200, 1000);
frameRate(10);
time = loadStrings(“time.csv”);
heart = loadStrings(“heart_rate.csv”);
speed = loadStrings(“speed.csv”);
}
void draw(){
float a = new Float(speed[index]);
line(index * 10, a * 100, a * 50, a * 50);
myValue = 10 * (new Float(time[index]));
ellipse(index * 10, myValue * 20, myValue * 5, myValue * 5);
index++; // Check when reaching 120, stop or restart at 0
}
An awesome article by Jim Rossignol about Chernobyl and how the charged narrative found in both the film and the game are a result of the history behind the zone.
During the period in which 3D videogames began to use textures imported from photography, rather than hand-drawn pixel tiles, it became common to hear game developers discuss their photo references.
Drew Markham, director of Return To Castle Wolfenstein, spent the 2001 pre-release press tour for his game talking about the time he had spent in Europe, sourcing textures from “real” locations that had played host to the war. Crumbling French flagstones, Teutonic concretes, and other useful built surfaces: these details would add a certain level of authenticity that other games lacked. When the Wolfenstein sequel finally arrived, British gaming journalists were amused to see the ubiquitous British “H” fire hydrant signs scattered deep within the occult bunkers of Himmler’s SS Paranormal Division.
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