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	<title>Syntopia &#187; Live Coding</title>
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	<link>http://blog.hvidtfeldts.net</link>
	<description>Art + Culture + Technology</description>
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		<title>Assorted Links</title>
		<link>http://blog.hvidtfeldts.net/index.php/2009/11/assorted-links/</link>
		<comments>http://blog.hvidtfeldts.net/index.php/2009/11/assorted-links/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 20:40:46 +0000</pubDate>
		<dc:creator>Mikael Christensen</dc:creator>
				<category><![CDATA[Context Free]]></category>
		<category><![CDATA[Generative Art]]></category>
		<category><![CDATA[Live Coding]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://blog.hvidtfeldts.net/?p=166</guid>
		<description><![CDATA[Generative Music Software
Adam M. Smith has begun working on cfml &#8211; a context-free music language. It is a Context-Free Design Grammar &#8211; for music. I&#8217;m very interested in how this develops. 

A graphical representation of cfml output (original here)
Cfml is implemented as an Impromptu library. Impromptu is a live coding environment, based on the Scheme [...]]]></description>
			<content:encoded><![CDATA[<h2>Generative Music Software</h2>
<p>Adam M. Smith has begun working on <a href="http://eis-blog.ucsc.edu/2009/11/cfml-the-context-free-music-language/">cfml</a> &#8211; a context-free music language. It is a Context-Free Design Grammar &#8211; for music. I&#8217;m very interested in how this develops. </p>
<p><img src="/media/cfml.jpg" /><br />
<i>A graphical representation of cfml output (original <a href="http://eis-blog.ucsc.edu/2009/11/cfml-the-context-free-music-language/">here</a>)</i></p>
<p>Cfml is implemented as an <a href="http://impromptu.moso.com.au/">Impromptu</a> library. Impromptu is a live coding environment, based on the Scheme language, and has existed since 2005. Andrew Sorensen, the developer of Impromptu, has created some of the most impressive <a href="http://impromptu.moso.com.au/gallery.html"> examples of live coding</a> I have seen. In particular, the last example, inspired by Keith Jarrett&#8217;s Sun Bear Concerts, is really impressive. (I might be slightly biased here, since I believe that Jarrett&#8217;s solo piano concerts &#8211; especially the Köln Concert and the Sun Bear Concerts &#8211; rank among the best music ever made).</p>
<p>Finally, <a href="http://thewire.co.uk/articles/3177/">Supercollider 140</a> is a selection of audio pieces all created in <a href="http://www.audiosynth.com/">Supercollider</a> in 140 characters or less. An interesting example of using restrictions to spur creativity. Another example is the <a href="http://www.openprocessing.org/collections/rhizome.php">200 char</a> Processing sketch contest.</p>
<h2>Free Indy Game Development</h2>
<p><img src="/media/unreal.jpg" /></p>
<p>This month also saw the release of the <a href="http://www.udk.com/">Unreal Development Kit</a>, basically a version of the Unreal Engine 3, that is free for non-commercial use. This is great news for amateur game developers, but for me, the big question was whether this could be used as a powerful platform for generative art or live demos. I downloaded the kit and played around with it for a while, but while the 3D engine is stunning, UDK seems very geared towards graphical development (I certainly do not want to do <a href="http://www.unrealtechnology.com/media/banners/ue3_kismet1.jpg">draw my programs</a>, and the built-in Unrealscript does not impress me either). </p>
<p><img src="/media/av.jpg" /></p>
<p>In related news, that basic version of <a href="http://unity3d.com">Unity 2.6</a> is now also free. The main focus of Unity is also game development, but from a generative art / live demo perspective it holds greater promise. Unity offers an advanced graphics engine with user-scriptable shaders, integrated PhysX physics engine, and 3D audio. </p>
<p>Unitys development architecture is also very solid: scripts are written in (JIT-compiled) JavaScript, and components can be written in C# (using Mono, the open-source .NET implementation). Using a dynamic scripting language such as JavaScript to control a more rigid body of classes written in a more strict, statically typed environment, such as C#, is a good way to manage complex software. All Mozilla software &#8211; including Firefox &#8211; is built using this model (JavaScript + XPCOM C++ components), and newer platforms, such as Microsoft&#8217;s Silverlight platform also use it (JavaScript + C# components).</p>
<p>I made a few tests with Unity, and it is simple to control and instance even pretty complex structures. I considered writing a simple Structure Synth viewer using Unity, but was unfortunately put a bit off, when I discovered that Screen Space Ambient Occlusion and Full Screen Post-Processing Effects are not part of the free basic edition. The iPhone version of the Unity engine is not free either, but that is probably as could be expected. </p>
<p>It will be interesting to see if Unity will be picked up by the Generative Art community.</p>
<h2>SIGGRAPH Asia</h2>
<p>Finally two papers presented at SIGGRAPH Asia 2009 should be noted:</p>
<p><img src="/media/warhol.jpg" /></p>
<p><a href="http://graphics.stanford.edu/~niloy/research/shadowArt/shadowArt_sigA_09.html">Shadow Art</a> creates objects which cast three different shadows.</p>
<p><img src="/media/sketch.jpg" /></p>
<p><a href="http://cg.cs.tsinghua.edu.cn/montage/main.htm">Sketch2Photo</a> creates realistic photo-montages from freehand sketches annotated with text labels.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Real-Time Soldering</title>
		<link>http://blog.hvidtfeldts.net/index.php/2007/07/real-time-soldering/</link>
		<comments>http://blog.hvidtfeldts.net/index.php/2007/07/real-time-soldering/#comments</comments>
		<pubDate>Sun, 22 Jul 2007 11:15:30 +0000</pubDate>
		<dc:creator>Mikael Christensen</dc:creator>
				<category><![CDATA[Digital Art]]></category>
		<category><![CDATA[Live Coding]]></category>
		<category><![CDATA[Weird]]></category>

		<guid isPermaLink="false">http://blog.hvidtfeldts.net/?p=19</guid>
		<description><![CDATA[I&#8217;ve mentioned live coding before, but this one sets a new standard: Loud objects is &#8220;&#8230;a performance project that features live soldering of pre-programmed sound generating chips&#8220;.

(Found on Code &#038; Form)
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve mentioned <a href="http://blog.hvidtfeldts.net/?cat=10">live coding</a> before, but this one sets a new standard: <a href="http://loudobjects.com/">Loud objects</a> is &#8220;&#8230;<em>a performance project that features live soldering of pre-programmed sound generating chips</em>&#8220;.</p>
<p><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/I7xJ9pr0TXc"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/I7xJ9pr0TXc" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
<p>(Found on <a href="http://workshop.evolutionzone.com/2007/07/22/live-soldering-performance-loud-objects/">Code &#038; Form</a>)</p>
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		</item>
		<item>
		<title>Just-In-Time Programming</title>
		<link>http://blog.hvidtfeldts.net/index.php/2007/05/just-in-time-programming/</link>
		<comments>http://blog.hvidtfeldts.net/index.php/2007/05/just-in-time-programming/#comments</comments>
		<pubDate>Thu, 31 May 2007 21:56:23 +0000</pubDate>
		<dc:creator>Mikael Christensen</dc:creator>
				<category><![CDATA[Digital Art]]></category>
		<category><![CDATA[Live Coding]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://hvidtfeldts.net/blog/?p=9</guid>
		<description><![CDATA[ChucK is an audio programming language for real-time performance. It is possible to add and modify code without stopping the audio stream, which makes live coding sessions possible. I played a bit around with ChucK in the miniAudicle editor, which can be recommended &#8211; the real Audicle (a spectacular OpenGL interfaced IDE) on the other [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://chuck.cs.princeton.edu/">ChucK</a> is an audio programming language for real-time performance. It is possible to add and modify code without stopping the audio stream, which makes <a href="http://en.wikipedia.org/wiki/Live_coding">live coding</a> sessions possible. I played a bit around with ChucK in the <a href="http://audicle.cs.princeton.edu/mini/windows/">miniAudicle</a> editor, which can be recommended &#8211; the <em>real</em> <a href="http://audicle.cs.princeton.edu/">Audicle</a> (a spectacular OpenGL interfaced IDE) on the other hand proved to be quite unstable.</p>
<p>For a more extreme version of live coding check out <a href="http://www.netjam.org/quoth/demo/">Quoth</a> (now this is weird &#8211; a <a href="http://thcnet.net/zork/index.php">Zork</a>-inspired user interface).</p>
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