Some proofs-of-concept I've been tinkering with over the last several years. Some haven't yet progressed far past an initial prototyping phase, but others are quite useful as they stand now.
A framework for creating modular analogue-modelling polyphonic synthesizers
A highly optimised modular synthesis engine allowing construction of sounds in a manner similar to analogue subtractive synthesis, but allowing much more flexibility.
Like analogue synths, any module output may feed into the input of any other, however, the architecture of the engine ensures that only those modules whose output is needed are actually processed. This, among many other optimisations makes the synthesis engine very efficient, which in turn allows several copies of the synth to be processed in parallel, acting as voices of a polyphonic synth. This, of course is optional, so you can always switch back to a classic monosynth sound.
Modules currently developed include:
A set of tools for creating 2.5D worlds procedurally, allowing instant feedback and endless tweakability
Procedural worlds provides a set of tools for creation of 3D meshes from a graph of interconnected nodes with full customisation of one or more cross-sections along each edge.
The graph-based approach to world building allows paths to branch and rejoin, unlike all similar 'spline' based procedural tools available for Unity. This is makes it perfectly suited to previously difficult or unachievable structures such as cave networks, rivers, branching race tracks etc.
Includes the ability to specify heightmaps, vertex colour maps and automatically places seamless textures along all surfaces without need for manual manipulation by artists.
A game of exploration and discovery, with no greater aim than to simply understand the workings of an unfamiliar world and help it grow.
This was created for the Global Game Jam 2012 in less than 48 hours.
The aim is simply to explore; there is currently no definite end.
Since the Jam, the game has been completely rewritten and now bears only a few resemblances to those simple beginnings. At its core, the gameplay hasn't changed all that much, but many hours have gone into the game engine (being built within Unity). With significant progress made bringing the visuals to where they are now, the focus is now on gameplay.
Trees have been an important part of both the visuals and the gameplay of Dark Surrounds since its inception at the 2012 Global Game Jam. While the green trees looked reasonable... more
The product of 48 near sleepless hours as part of this year's Global Game Jam
Endless procedurally generated terrain on which to wander and eat grass. I'll be adding features over the next few weeks, so keep checking back for updates.
Over the past couple of days I’ve been preparing an Android version of Another Ewe. Unity still keeps surprising me with just how easy it makes porting to other platforms. There... more
Intuitive web frontend and Perl backend for visualisation and extrapolation of finances based on current circumstances and simple predictions of future events allowing varying levels of certainty.
When the page is loaded, a simulation of a financial scenario is run. The scenario consists of a series of events, both one-off and recurring that affect balances according to calculations. As the simulation is run, other events record the values of various balances, which are then displayed.
Creation of a secure, device-independent web interface with an Arduino bridge for control, monitoring and automation of home devices such as lights, central heating, doors etc.
My home automation system has been working fairly well for a while now, though not without the occasional light obstinately refusing to turn off despite repeated requests for it to do... more
Multiplayer top-down racing where staying on the track is almost as difficult as deciding whether doing so is actually the best strategy.
This was a second attempt at creating a game using Unity in preparation for the Global Game Jam.
Working on Dark Surrounds has given me some time to think about where this might go. Initially this was just a practice run for the 2012 Global Game Jam, but having... more