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The Affordances and Challenges of
Transitioning to Unity from a Creative
Coding Framework, such as
OpenFrameworks, and Dealing with
Procedural Geometry, Aesthetics, etc.
www.timstutts.com
This Talk…
• Is not an introduction to game development.
Instead we’ll focus on other applications of Unity,
as of some specifics that aren’t necessarily to
games.
• Does not go deeply into Unity from a computer
science stand-point. Some lower level things for
sure, but more to the end of design.
Okay, a tiny bit on gaming
I worked archiving Cory Arcangel’s “Super Mario
Clouds” at Eyebeam Gallery NYC in 2007 ;)
My Creative Coding
Work Prior to Unity
I Love…
• Anything digital that’s created non-destructively.
(Code, Max/MSP, MIDI) I Want to be able to
tweak, plus move back in time during creation.
• Permutation and leaving the computer to
generate different options for me to curate.
Never enjoyed painting in the analog. Get
impatient with Photoshop (strangely in love with Fireworks
though. R.I.P.)
My Tools
• openFrameworks (C++, OpenGL)
• Cinder (C++, OpenGL)
• Processing (Java, OpenGL)
• Three.js (JavaScript, WebGL)
My Work in openFrameworks
Unity over oF (or similar)*
• Closed source, pay to use, well maintained
• Easily exports to the many platforms
• C#, JavaScript or Boo work interchangeably
• Visual programming environment (not just code)
• Built-in physics, lighting, game objects, etc.
* = insert creative coding platform of choice from here on out
oF over Unity
• Free, open source!
• Low level graphics programming in OpenGL
• Less assuming. Maybe you don’t want to make
a game. (have something that creates 60 seconds to render or millions
of points inefficiently, but aesthetically pleasingly, programmed?—it doesn’t
care!)
• Built-in physics, lighting, game objects, etc.
Aesthetic differences
oF vs Unity
openFrameworks
• Developed largely by contemporary artists but for a
variety of end uses
• Predominantly procedural and generative geometry
• Community interest in data visualization for its
computational beauty and its ability to make
statement
• Plays at least somewhat well with most hardware
and micro-controllers thanks to vast Add-ons
openFrameworks
Unity3D
• Game is the assumed final output w/ all the popular
genres present.
• 3D Geometry is largely imported from Maya or similar.
• 2D graphics are usually made in Photoshop or
Similar.
• Physics, lighting, etc are easier to execute.
• Some Unity projects that don’t fit the typical mold
Unity3D
Procedural Unity
Programmers
Tom Betts
http://www.nullpointer.co.uk
Infinite Sightseeing
cubicsphere
Permutation Racer
Aaron Myers and team
http://fracture.io/
IBM Watson Labs
We are hiring! https://jobs3.netmedia1.com/cp/find.ibm.jobs/US/
Watson_3D_Game_Developer/SWG-0650632/job/
Resources
http://blog.nobel-joergensen.com/2010/12/25/procedural-generated-mesh-in-unity/
Procedural Mesh Generation in Unity
http://wiki.unity3d.com/index.php?title=TubeRenderer
TubeRender plus other helpful procedural geometry code
great book to start out with learning C#: http://www.chapters.indigo.ca/books/product/
9781849696586-item.html?s_campaign=goo-PLATest&gclid=CI3_x6jdg74CFdBcMgod2kYAuw
Three Ways to Draw a Line (made by unknown. project included.)
Procedural Pie Wedge (made by Tim Stutts. Project included.)

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Transitioning to Unity with Tim Stutts

  • 1. The Affordances and Challenges of Transitioning to Unity from a Creative Coding Framework, such as OpenFrameworks, and Dealing with Procedural Geometry, Aesthetics, etc. www.timstutts.com
  • 2. This Talk… • Is not an introduction to game development. Instead we’ll focus on other applications of Unity, as of some specifics that aren’t necessarily to games. • Does not go deeply into Unity from a computer science stand-point. Some lower level things for sure, but more to the end of design.
  • 3. Okay, a tiny bit on gaming I worked archiving Cory Arcangel’s “Super Mario Clouds” at Eyebeam Gallery NYC in 2007 ;)
  • 4. My Creative Coding Work Prior to Unity
  • 5. I Love… • Anything digital that’s created non-destructively. (Code, Max/MSP, MIDI) I Want to be able to tweak, plus move back in time during creation. • Permutation and leaving the computer to generate different options for me to curate. Never enjoyed painting in the analog. Get impatient with Photoshop (strangely in love with Fireworks though. R.I.P.)
  • 6. My Tools • openFrameworks (C++, OpenGL) • Cinder (C++, OpenGL) • Processing (Java, OpenGL) • Three.js (JavaScript, WebGL)
  • 7. My Work in openFrameworks
  • 8.
  • 9. Unity over oF (or similar)* • Closed source, pay to use, well maintained • Easily exports to the many platforms • C#, JavaScript or Boo work interchangeably • Visual programming environment (not just code) • Built-in physics, lighting, game objects, etc. * = insert creative coding platform of choice from here on out
  • 10. oF over Unity • Free, open source! • Low level graphics programming in OpenGL • Less assuming. Maybe you don’t want to make a game. (have something that creates 60 seconds to render or millions of points inefficiently, but aesthetically pleasingly, programmed?—it doesn’t care!) • Built-in physics, lighting, game objects, etc.
  • 13. • Developed largely by contemporary artists but for a variety of end uses • Predominantly procedural and generative geometry • Community interest in data visualization for its computational beauty and its ability to make statement • Plays at least somewhat well with most hardware and micro-controllers thanks to vast Add-ons openFrameworks
  • 15. • Game is the assumed final output w/ all the popular genres present. • 3D Geometry is largely imported from Maya or similar. • 2D graphics are usually made in Photoshop or Similar. • Physics, lighting, etc are easier to execute. • Some Unity projects that don’t fit the typical mold Unity3D
  • 21. Aaron Myers and team http://fracture.io/
  • 22.
  • 23.
  • 24.
  • 26. We are hiring! https://jobs3.netmedia1.com/cp/find.ibm.jobs/US/ Watson_3D_Game_Developer/SWG-0650632/job/
  • 28.
  • 31. great book to start out with learning C#: http://www.chapters.indigo.ca/books/product/ 9781849696586-item.html?s_campaign=goo-PLATest&gclid=CI3_x6jdg74CFdBcMgod2kYAuw
  • 32. Three Ways to Draw a Line (made by unknown. project included.)
  • 33. Procedural Pie Wedge (made by Tim Stutts. Project included.)