Archive for the ‘NodeBox’ Category

NodeBox

Tuesday, December 4th, 2012

NodeBox

From the webpage:

Using our open-source tools we enable designers to automate boring production challenges, visualize large sets of data and access the raw power of the computer without thinking in ones and zeroes. Our tools integrate with traditional design applications and run on many platforms.

NodeBox 3 requires either Mac OS or Windows.

NodeBox makes it easy to do data visualisations, generative design and complex production challenges.

NodeBox OpenGL

NodeBox for OpenGL is a free, cross-platform library for generating 2D animations with Python programming code. It is built on Pyglet and adopts the drawing API from NodeBox for Mac OS X (http://nodebox.net). It has built-in support for paths, layers, motion tweening, hardware-accelerated image effects, simple physics and interactivity.

I was reminded about NodeBox by a tweet from Christophe Lalanne’s A bag of tweets / November 2012.

PS: While looking at NodeBox OpenGL, you will enjoy reading the description of “City in a Bottle.”

The game environment is based on the principle of emergence (Goldstein, 1999). Organisms (plants and insects) start off with basic behaviouristic rules and goals. If an opponent is edible, attack it. If an opponent is stronger, flee. When cornered, fight back. Hide in a flock of relatives to minimize the chance of being singled out. Follow a food trail marked by a relative. Expand and defend a productive environment. Grow colourful feathers/flowers to incite reproduction.

Complex social behavior then emerges by itself as organisms interact with each other. Species with a good strategy will survive and evolve over time, will adapt, will look different. The gaming enviroment changes procedurally, there is no preprogrammed story or pathway. We don’t control the biotope. The creatures will find their own way and either co-exist or fight for limited space and food.