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− | + | Disrupted cities [teaser] - 2013 | |
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* Wandering in a city's evocation oscillating between etching and architecture. | * Wandering in a city's evocation oscillating between etching and architecture. | ||
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== Devlog == | == Devlog == | ||
− | [[WorkUnit: | + | * [[WorkUnit:Disrupted Cities - devlog | follow graphic researches of the game here]] |
− | + | * [[WorkUnit:Disrupted Cities - road network | follow road network generation development here]] | |
− | + | * [[WorkUnit:Disrupted Cities - docs | documentation]] | |
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− | + | You can also check the [http://polymorph.cool/tag/disrupted-cities/ polymorph website] for early notes. | |
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[[Category:3D]] | [[Category:3D]] |
DC-2017-03-0322-20-50-fly throungh - 2017 - screengrab of the realtime version
Disrupted cities [teaser] - 2013
An interactive version of the project will come out during 2017, thanks to the polymorph engine.
The first version of this work unit was shown on 3 screens, each one displaying a different sequence of the whole video. It is articulated in 3 phases: shore / meander / dormer.
video credits
Disrupted cities is the result of a collaboration with Loïc Reboursière.
It is divided in three sequences: shore > meander > dormer. The sequences are displayed on three screens, side by side.
You can also check the polymorph website for early notes.
online identity ∋ [ social ∋ [mastodon♥, twitter®, facebook®, diaspora, linkedin®]
∥ repos ∋ [github®, gitlab♥, bitbucket®, sourceforge] ∥ media ∋ [itch.io®, vimeo®, peertube♥, twitch.tv®, tumblr®] ∥ communities ∋ [godotengine♥, openprocessing, stackoverflow, threejs]]