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CodeArtist.mx | Trying to code art since 1991.

Trying to code art since 1991.

http://www.codeartist.mx/

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CodeArtist.mx | Trying to code art since 1991. | codeartist.mx Reviews
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Trying to code art since 1991.
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1 codeartist mx
2 sidebar
3 pages
4 about me
5 about greak
6 ai reconstruction
7 hotline miami
8 tutorials
9 liquid physics
10 texture painting
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codeartist mx,sidebar,pages,about me,about greak,ai reconstruction,hotline miami,tutorials,liquid physics,texture painting,interactive ropes,unity things,endless runner,eye tracking game,vrpocalypse,other stuff,virtual reality cave,virtual shoe fitting
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CodeArtist.mx | Trying to code art since 1991. | codeartist.mx Reviews

https://codeartist.mx

Trying to code art since 1991.

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1

Virtual Shoe Fitting | CodeArtist.mx

http://codeartist.mx/portafolio/virtual-shoe-fitting

Trying to code art since 1991. Its a prototype for an advertising campaign forthe company Görtz in Hamburg Germany. The prototype consist allowing the users to try on a virtual shoe when they enter the system and after that there are a couple of functions like sharing a photo or showing extra info about the shoe. What did I do? The application used 3 kinects, 2 for tracking the feet and 1 for tracking the user movements, it was all made in OpenGL, OpenNI, Curl and OpenFrameworks. How did I do it? Making ...

2

Source Engine Maps | CodeArtist.mx

http://codeartist.mx/portafolio/source-engine-maps

Trying to code art since 1991. Back in the old days i used to make a lot of content for the source engine. I loved modding Half-Life 2 and working a maps for Counter Strike Source to play with my friends. Unfortunately I only published 2. Maps, and im suprised to see they did well in downloads. There is a lot of more polished maps unfinished mostly because i always learned new techniques and things to do to keep improving them. Here are some screenshots of it:. We also got published on a local magazine!

3

Virtual Reality Cave | CodeArtist.mx

http://codeartist.mx/portafolio/virtual-reality-cave

Trying to code art since 1991. A small game inside a VR Cave to show kids how a ecosystem works. It’s currently being displayed in “La Rodadora”. Museum at Ciudad Juarez. Here are some pics of the system in action:. The Cave had 5. Proyections, the only thing left without proyection was the roof. The interaction with the users was made using the “shadow” of the user in the wall taken from the kinect input. What did I do? Design of Gameplay and Interaction. Proyection Distortion Shader for multiple screens.

4

Other Stuff | CodeArtist.mx

http://codeartist.mx/portafolio

Trying to code art since 1991. I’ve been working with unity quite some time now, i love how flexible and easy to implement prototypes or bigger projects in it. I usually try to sprint new ideas and experiment with them, hopefully they grow into more interesting stuff with more time. You can see some of my sprints as live demos below:. I’ve been working with ArtefactoEstudio. Below are some of the most impressive projects I’ve been part of:. Here are some of my standalone shaders:.

5

HM Reconstruction | CodeArtist.mx

http://codeartist.mx/artifcial-intelligence/hotline-miami

Trying to code art since 1991. Download link to the example project at the bottom of this article. This a reconstruction of the AI in Hotline Miami in my own perspective, and by my own analysis. This is only speculation on my part and its not associated in any way to the original designers, sorry if something is off the mark. Is fantastic game, I’ve played both and I am still replaying them to date. The fact is, the core mechanic in the game is the combat against this NPC’s. And Looking for Weapon. When ...

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