ARTBASE (2)
BIO
Jim Andrews does http://vispo.com . He is a poet-programmer and audio guy. His work explores the new media possibilities of poetry, and seeks to synthesize the poetical with other arts and media.
Re: Re: August 14th 2003
One hears that New York was very civilized amid this very interesting event.
This was contrasted with the outage in 1997 when there was $150 million
worth of looting and property damage. The difference was attributed to the
effect of 9/11. Does this make sense to you New Yorkers? Very interested to
hear how that experience went.
ja
This was contrasted with the outage in 1997 when there was $150 million
worth of looting and property damage. The difference was attributed to the
effect of 9/11. Does this make sense to you New Yorkers? Very interested to
hear how that experience went.
ja
code apoemal
A bit of code from Windows for Shockwave 4.0, in development.
Depth-first recursive traversal of a tree.
Anything that can be done recursively can also be done iteratively, but
recursion often gives rise to more elegant and readable code.
on assembleTree theManagerSpritenum
--This returns a list of the spritenums of managers
--that are descendants of theManagerSpritenum, and the
--list also includes theManagerSpritenum at the start.
theResult=[theManagerSpriteNum]
if sprite(theManagerSpriteNum).pChildWindowList <> [] then
--pChildWindowList contains a list of the spritenums
--of managers that are children of the multi-sprite
--managed by theManagerSpriteNum.
repeat with i = 1 to sprite(theManagerSpriteNum).pChildWindowListCount
theResult=concatenateLists(theResult,
assembleTree(sprite(theManagerSpriteNum).pChildWindowList))
end repeat
end if
return theResult
end
on concatenateLists a, b
c=a.duplicate()
repeat with i=1 to b.count
c.add(b)
end repeat
return c
end
Depth-first recursive traversal of a tree.
Anything that can be done recursively can also be done iteratively, but
recursion often gives rise to more elegant and readable code.
on assembleTree theManagerSpritenum
--This returns a list of the spritenums of managers
--that are descendants of theManagerSpritenum, and the
--list also includes theManagerSpritenum at the start.
theResult=[theManagerSpriteNum]
if sprite(theManagerSpriteNum).pChildWindowList <> [] then
--pChildWindowList contains a list of the spritenums
--of managers that are children of the multi-sprite
--managed by theManagerSpriteNum.
repeat with i = 1 to sprite(theManagerSpriteNum).pChildWindowListCount
theResult=concatenateLists(theResult,
assembleTree(sprite(theManagerSpriteNum).pChildWindowList))
end repeat
end if
return theResult
end
on concatenateLists a, b
c=a.duplicate()
repeat with i=1 to b.count
c.add(b)
end repeat
return c
end
Re: misterbonnie
enjoyed the writing, bonnie.
didn't see any cgi or commandline, though?
ja
> hi
>
> annoyed with blogformat, http://misterbonnie.com is my cgi alternative
>
> long live teh commandline
didn't see any cgi or commandline, though?
ja
> hi
>
> annoyed with blogformat, http://misterbonnie.com is my cgi alternative
>
> long live teh commandline
Re: samorost.swf: Czech flash piece
> i found this interactive narrative to be very engrossing and very
> entertaining.
>
> i enjoyed this piece tremendously.
>
> it has qualities similar to alice in wonderland or spirited away,
> total lyricism. every screen holds a new small, but original,
> experience which you need to figure out to help the story move along.
> the last engine room screen was really the only dud in the whole
> thing.
>
> >> Here is a Czech flash piece:
> >> http://www.freshsensation.com/samorost.swf
> >> by Jakub Dvorsky and Tomas Dvorak.
Yes, the engine room is a bit off, although the graphics are, typically,
very well done.
Though the 'narrative' and line of action of the piece, as a whole, is
well-constructed, the ending was anti-climactic. As opposed to the ending
of, say, 'myst', which is in a sense the 'paradigm' of this piece.
It is enjoyable, I agree, because the world created and the interactivity is
engaging, and the overall 'objective' is clear and the objectives along the
way are well-suggested. One might wish for a deeper story, but maybe that's
criticizing it for what it isn't rather than what it is. A project like Myst
took a team of people a couple of years to build. The Czech project is more
humble and may even be a student project, not sure (excellent for a student
project, if so). It would probably take one person at least a year to do
this project.
No comment from anyone on the more ambitious but somewhat related Danny
Kodicek and friends Time Hunt project at http://timehunt.com --related only
in that it's also a proceed-by-interactive-puzzle sort of piece and the
graphics are, again, pretty deluxe. Too involved? I found the puzzles
tedious actually, rather than intriguing, so I didn't get very far. But I
admire the scope of it and much of the execution. The narrative and depth
and scope and subject of the narrative is worthy.
ja
> entertaining.
>
> i enjoyed this piece tremendously.
>
> it has qualities similar to alice in wonderland or spirited away,
> total lyricism. every screen holds a new small, but original,
> experience which you need to figure out to help the story move along.
> the last engine room screen was really the only dud in the whole
> thing.
>
> >> Here is a Czech flash piece:
> >> http://www.freshsensation.com/samorost.swf
> >> by Jakub Dvorsky and Tomas Dvorak.
Yes, the engine room is a bit off, although the graphics are, typically,
very well done.
Though the 'narrative' and line of action of the piece, as a whole, is
well-constructed, the ending was anti-climactic. As opposed to the ending
of, say, 'myst', which is in a sense the 'paradigm' of this piece.
It is enjoyable, I agree, because the world created and the interactivity is
engaging, and the overall 'objective' is clear and the objectives along the
way are well-suggested. One might wish for a deeper story, but maybe that's
criticizing it for what it isn't rather than what it is. A project like Myst
took a team of people a couple of years to build. The Czech project is more
humble and may even be a student project, not sure (excellent for a student
project, if so). It would probably take one person at least a year to do
this project.
No comment from anyone on the more ambitious but somewhat related Danny
Kodicek and friends Time Hunt project at http://timehunt.com --related only
in that it's also a proceed-by-interactive-puzzle sort of piece and the
graphics are, again, pretty deluxe. Too involved? I found the puzzles
tedious actually, rather than intriguing, so I didn't get very far. But I
admire the scope of it and much of the execution. The narrative and depth
and scope and subject of the narrative is worthy.
ja